View Full Version : Oden Warfare
[ASA]ODEN
Jul 23 2009, 20:51
Oden Warfare
<Discontinued Version>
please see: http://forums.bistudio.com/showthread.php?t=92526
"[Dynamic ViewDistance] Increases ViewDistance at higher altitude every 10 seconds (each 100m altitide) to a maximum 10,000m VD at 500m altitude."
suggestion, do a benchmark to see how much the user can handle OR what I think better, user put the max dynamic view distance and then as you fly higher it increase, but doesnt affect "on ground" which should be locked..
This is Bosnia
Jul 24 2009, 08:30
nice a new Warfare
SWAT_BigBear
Jul 24 2009, 14:36
Thanks [ASA]ODEN :)
We enjoyed your ArmA warfare and I'm sure these new ones will be played to death also. :D
I'm still looking for the perfect Warfare mod, so I tried this one out.
I like the idea of AI air support, however as implemented I found it a bit silly. The AI sends regular air attacks to the opposing HQ which are easily shot down by static AA. The most dangerous thing about being in your HQ now is all the enemy planes falling from the sky. I think some restrictions need to be set on the AI to prevent continual unrealistic suicide runs against static AA defenses.
Another thing is the fast travel. I can understand why you would to make it faster, but I find it's already jarring and disruptive to gameplay as it is. I mean, we are playing this game which is aspiring to be a realistic war simulator and you have the Starship Enterprise floating above beaming units down onto you.
Units magically appearing really takes away any semblance to reality. At least give us an anti-magic shield generator to oppose it, and maybe throw in a wand of fireballs for kicks too as long as we are on this road.
If anything I think fast travel needs to be removed and replaced with a better idea (an airlift of some kind for light units?), or the map needs to be smaller so it's not necessary.
galzohar
Jul 25 2009, 00:59
If you're going to use dynamic view distance, may wanna find a way to make sure that you're not increasing it past the user setting.
[ASA]ODEN
Jul 25 2009, 04:45
Thanks for feedback guys.
ViewDistance might be a little much but effect of lag isnt as much at 500m altitude as it would be running on ground.
Nevertheless, as Warfare starts with VD of 1200 (increased to 1600 in this edit) I think most players have more than that so running dynamic up to player limit would be a good solution, thanks for that granQ and galzohar.
Fast Travel is another "problem" issue. As you state Binesi, the "Beam me up Scotty" feeling, isn't really adding to the reality department. But the original slow dot-by-dot FT isn't good either and I think the delay doesn't really add to gameplay.
My idea to make FT instant is that the fun gameplay is between two towns belonging to different sides, not waiting for building contructions nor waiting a minute or two looking at blue dots. I'd rather sepend those minutes sneaking around houses in a random town.
The FT issue bring me to me current concern though. Don't you guys feel the the sheer number of towns are way too high? As Binesi suggests, and I already been looking into, would it be better with manually put towns with camps (should be doable as far as I've seen) rather than this "map-controlled-automatic-town-generator" that comes with Warfare default?
I was thinking maybe half the towns or even one third? I think I've seen somewhere in the code one can make "sections" of the world active and that could allow for a random area to be populated with active towns, such as east coast, south coast or inland.
Regarding airsupport, all I do is adding a random piloted aircraft to them and off they go - can't really tell them where to fly, but I see your point and I actually had a Su-25 wreck smoking in my base too once (you guys noticed that the MARTA system show those AI units with air markers?). At least the number of planes should be limited to 2 a side (haven't really tested if that limitation works).
btw, there is still an issue with "factions flag" taking over a camp/town - at least playing on ded.server as I do. This thing used to work a few beta versions back :o (God I hate coding some days)
Do you guys feel the AI runs ok? I'm still not satisfied with their "speed" as invaders but God knows what I can to about that, I've already arranged them as staggered column (and column for armored units like mechanized units in default warfare, tanks actually go wedge in default and that gives problem sooner or later to one of them slowing the whole unit down).
Again, thanks for all feedback - there is a limited range of betatesting I can do (though my youngest son helps at times hehe) so all issues you guys find are welcome.
I'll be back with a 1.2 version any day.
SWAT_BigBear
Jul 25 2009, 06:51
I was thinking maybe half the towns or even one third? I think I've seen somewhere in the code one can make "sections" of the world active and that could allow for a random area to be populated with active towns, such as east coast, south coast or inland.
Options to start the mission at increments of say.........6/10/15.. ect towns would be nice for when we (I) want a long or short playtime.
[ASA]ODEN
Jul 25 2009, 09:02
Thats a very good idea BigBear, I'll try'n'squeeze that in with the current options.
currently I've managed to make a random 3rd of the map populated by using BIS_WF_InitRegionX markers. Inside those one could limit available towns.
Is the limited life "versions" for ded.server of any use? Maybe I should offer some presets for number of towns instead?
Currently I've redone dynamic ViewD to max at player viewdistance when above 100m - no more dynamic than that :)
I honestly start to question this feature from a "fair gameplay" side - but who said war is fair? haha.
Also selecting "All Map" will allow Fast Travel, else not.
Issue when player buying vehicle with only driver and gunner and a ghost gunner occupies the turret (in my case) has been solved (delay after action EJECT on gunner).
Static units will not Fast Travel with player (less common with current FT block, but anyway).
Trying to make ai stfu when they spawn and finding base defence.
Edit: Oh, did I mention with reduced towns I made the mission 32 players?
(maybe there's a risk it will kill any server running with all map option)
Was thinking of a non-ai version too for PvP mayhem - would that be interesting (nothing I play since I'm a coop player myself)?
colligpip
Jul 25 2009, 09:22
Ahh thanks loved your version on arma. Also I like the fast travel I don't think its that unrealistic as troops would be bought to the front line by other units which would bog down the server if implemented ingame, so its best to bring them in with fast travel.
Richardg
Jul 25 2009, 13:45
Its really confusing having mixed forces (Marines and Chdk, or whatever theyre called). I cant tell whos friendly, and whos enemy when I'm attacking a russian town (is that brdm russian, or friendly chdk?).
Give me a Marine vs Russian option, without the other 2 factions involved.
Also, getting CTD with fast travel.
[ASA]ODEN
Jul 25 2009, 15:03
Nice to hear you like it colligpip. I hear you on the FT issue, will be hard to give everyone what they want I guess hehe.
I'll try and not make FT disappear totally, currently it's auto activated choosing "All Map" option (in 1.2), will that do for you or do you feel the need for a more open selection?
Richardg, that confusing situation was intended :)
But just as I have an addon version I can easily create a more "pure sided" setup too (suppose the swedes will complain on that too soon).
CTD on FT sounds more worrying, I haven't done much there but placing units near town depot and that is no rocket science coding - was it during normal Warfare or Invasion Warfare? I noticed with "All Map" setup as in 1.1 playing defender going FT have a terrible performance drop and after clicking a few destinations I did endup at the first selected, weird.
Richardg
Jul 25 2009, 15:44
Normal warfare, one ctd so far, moving a whole squad with me. I'll let ya know if I see it again.
(thanks for da mission)
[ASA]ODEN
Jul 25 2009, 23:26
Updated first post with version 2 information.
Invasion now runs with all towns on Defender side initially and after Invader have captured half the towns normal Warfare rules apply.
Noticed there is no way to use artillery, will look into that for version 3 (and pure USMC/RU versions for the triggerhappy ppl :P).
Enforcer1975
Jul 26 2009, 09:02
ODEN;1379482']Thanks for feedback guys.
ViewDistance might be a little much but effect of lag isnt as much at 500m altitude as it would be running on ground.
Fast Travel is another "problem" issue. As you state Binesi, the "Beam me up Scotty" feeling, isn't really adding to the reality department. But the original slow dot-by-dot FT isn't good either and I think the delay doesn't really add to gameplay.
Instant FT is not so good as you said because it's unrealistic. Why not remove it instead? In a A1 WF mission there was the possibility the call an MH-6 for INF transport ( call, click on map ). Of course you are prone to ambush and attacks otw to your target but thats literally the "nature of war".
You could call an unarmed UH-1 / Mi-17 for that purpose.
There is no instant reinforcment powder where you pour in some water and get a bunch of M1s :D
Waiting for reinforcements or beeing the one who is travelling should add a thrill to the game. Who knows if one will arrive in time or even arrive at all?
Instant FT is not so good as you said because it's unrealistic. Why not remove it instead? In a A1 WF mission there was the possibility the call an MH-6 for INF transport ( call, click on map ).
Now that's a good idea - possibly one that wouldn't take a lot of extra work being as spawned air units are already implemented?
It would have the added benefit of only being useful for infantry units. Therefore no more instant armor appearing in the middle of a city you are attacking. Instead we can have the more realistic and cool effect of paratroopers dropping in or nearby landings.
SWAT_BigBear
Jul 26 2009, 15:27
I finally had time to play a lil, which I picked Warfare/6 towns.
I really like the way it played. I did not use FT b/c I'm still enjoying and learning the beauty of the Island.
Once finding (or just getting close) to the enemy base, was a sweet experience. 1 of the enemy aircraft passed over me 3 times, at 1st I thought he didn't see me, but then he lined up for the kill.
Looking forward to more game time.
Richardg
Jul 26 2009, 20:15
Best warfare I've played so far, BUT.....
The forced view distance is terrible. Vehicles and aircraft are popping into view at 500 meteres. (unacceptable for tank gunning, and spotting incoming aircraft).
Give us a "no view distance limiter" option. My rig handles 5000meter views just fine, and I play offline mostly.
I really like the ability to buy combat units at the town depots.
[ASA]ODEN
Jul 30 2009, 19:53
Updated first post with Version 3 including Artillery feature based on BIS Artillery Module and an extracted and evolved version of 'Artillery System Oden' Module from @<hidden>
Have Fun.
nice warfare mission!!!:notworthy: only the allmap version have a little lag in lan when i play alone on my rig. other big warfare missions works without lags. any idea??
Richardg
Jul 31 2009, 13:08
Awesome man, thanks for the improvements, especialy working arty! :bounce3:
SWAT_BigBear
Jul 31 2009, 13:24
hehehe, just in time for my weekend off.
Thanks :)
[ASA]ODEN
Jul 31 2009, 14:47
Just noticed there is somekinda issue creating arty on dedicated server - I'll be back.
Edit: All missions updated regarding ARTY on dedicated server. No version numbering but pbo files should be 31st July.
Nemesis_wales
Jul 31 2009, 20:55
hey thanks for ur awesome work m8. im in URC and we have ur oden 3 running, prob with arty like u know(and appears uve sorted- great, its awesome) but just a few other things kicked up - some times buying units ta base or towns doesnt work, ppl have paid for stuff but never recieved. stuff included arty, mi7 medivac, and other ppl also reported it but not wot. also, when i started missions i chose the invasion west 18 towns (so should of been no grass) but there was grass m8. thanks
just seen in notes - buying from depot wont work if enemy nearby. only enemy nearby was a single soldier who refused to dissapear afte rbeing shot by EVERYTHING lol. there was at leats 1 in every town. 3 in novy sober, i get it in normal warfare 2, dunno if its just me?
Deadeye
Jul 31 2009, 23:00
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SWAT_BigBear
Aug 1 2009, 03:57
Sweet, 24 versions:eek:, I'll be busy for a while,;)
Thanks again gents.
Looks tasty. Gonna check it out real coon.
SWAT_BigBear
Aug 1 2009, 14:02
This was great,
I started an Inv/Warfare 3 W All Map on a dedi and played about 3 hrs. Came back 8 hrs later and when I rejoined, it put me back in the same vehicle, same spot on the map, along with the AI I had left.
And the missions has progressed.
Nice :)
Server does have persistance enabled.
Nemesis_wales
Aug 1 2009, 14:41
found some JIP bugs. sometimes when u join a slot, u spawn alone in middle of no where, hitting respawn dont work, have to go back to lobby an come back in. also some times u join, and ur not leader of ur AI, and it can be a pain to get it sorted, so again, hve to go back to lobby and come back in, normally after disbanding all ur AI 1 by 1 if u can finally regain control of them
SWAT_BigBear
Aug 2 2009, 14:31
Now I have seen some as the above post, it took the 5th time of rejoining. I spawned at the original start of the mission (not actually in the middle of no where). Seems like it though :)
Also had the "fire in the sky" bug on the 3rd join, which went away within 3-5 mins.
Playing the Cold version, the server disappeared (red chain) after about an hour. The server showed in Task Mgr, but not in the MP server's list. Had to restart it.
Still having fun with the missions though :)
Gutm@sher
Aug 4 2009, 13:48
Hi Oden. You have made a fantastic warfare, best out there right now so thanks! As posted above by nemesis, urc had oden 3 in the rotation last thursday-saturday. we only got the server up to a max of 12 players mainly due to the jip problems causing players to leave. I think oden warfare will really take off once this is corrected. Some suggestions/input beyond jip:
- fast travel - can enabling fast travel for smaller missions be an option and/or the ability to remotely order transport helos only from the air factory (best gameplay option)? Also, there is an issue when fast travelling with an infantry squad where your ai troops appear inside the town center of the destination and cannot get out. i currently load my squad into a transport truck prior to fast travel travel to avoid this.
- even smaller scenario - 6 towns but they are closer together and no fast travel. possibly limit units to transport helos and light vehicles. would make for a quick and brutal warfare session. would also make oden wf more viable in a server auto rotation since it wont take too long to complete. I opened up your pbo to test a utes merge, but could not display the towns on the map, just the colored region overlays.
Again, thanks for all your work and innovation in making invasion/warfare!
[ASA]ODEN
Aug 4 2009, 16:11
Hi Gutm@<hidden>, thanks for your kind words.
I too have seen this JIP issue Nemesis describes, will look into it when I get time.
Fast Travel seems to be more popular than I thought so I will try and add it as an option for the smaller map options too.
Reason for the repositioning after fasttravel is to be able to go for another fasttravel directly (not often possible in default WF). I guess I need to look over how close to depot units will arrive though :-)
You mention vehicle limit which I find interesting as I have been thinking of making a "Infantry" version of this with trucks and jeeps only - Guess it could be worth the effort to continue this trail.
There is already a Utes version done, I use it for test and evaluation but I can pack it with the next update for fun.
Now, currently I'm working on a "co65_Platoon" mission so it will take some time before the next WF update can be worked on.
Gutm@sher
Aug 5 2009, 14:59
Sounds good Oden, thanks.
Gutm@sher
Aug 11 2009, 13:12
Quick update for when you get back to invasion/warfare. It seems that the mission is a bit unstable post 1.03 patch but still very playable. it could be something on my end, but havent changed anything. this applies particularly to lan as I havent played it much on the server lately but I assume some of the warfare updates in the patch are affecting it. Thanks
ahmedjbh
Sep 4 2009, 16:29
if you start as the comander, how do you give the ai squads orders to move and capture etc?
LockJaw-65-
Sep 4 2009, 17:20
Thanks oden for this work, its one of the best I have played. Also Like not having fast travel... :-)
Mandrake5
Sep 6 2009, 08:31
what is the default view distance in this mission (at ground level?). Is there any way to control it in-game?
It seems to overide my instant viewdistance mod (which I cant access from within the mission).
[ASA]ODEN
Sep 6 2009, 15:18
Mandrake5, there should be no forced ViewDistance in the "latest" version (pbo from 31st July 20:03)
Used to be 1600m but after reading all confused post regarding objects popping up at 40% VD or so I opted its removal.
Dunno if it was wise so maybe I'll put it in as a parameter or have it set at 2000m for the next update (waiting for 1.04 hoping server.exe will read param1 etc. from server.cfg so I dont have to keep 36 mission folders up-to-date :-( and setDate-lag or not will denote fastTimes existence)
PS.
thx LockJaw-65- for the kind words :-)
ASA Oden i knew i recognised that name.
Freefalcon5
hah
[ASA]ODEN
Sep 7 2009, 10:45
hehe, yes I'm working on the final touch of a brand new AJS-37 Viggen cockpit for FreeFalcon5 while trying to sort out strange behaviour in co65 Platoon and this darn Warfare mode..
Going nuts in a slow but uncontrolled pace :-)
Edit: Updated first post with interim version 4.
Gutm@sher
Sep 9 2009, 13:38
Hi Oden,
Thanks for the update, glad to see work continuing! issue - it seems that if i select full map warfare in cold version 4, the game defaults back to 18 towns. tried it several times with different combinations but could not achieve full map, only 18 towns. suggestion -can you have the ability to display squad names on the map so i can quickly determine where i am, where my mates are and where the various numbered ai squads are located? Thanks.
[ASA]ODEN
Sep 9 2009, 13:46
Opps, I'd better have a look at that 18-issue :-)
Result from fast'n'furious I guess haha.
I've tried to add text to the markers but they are MARTA generated (or HC won't work) and as such they slap me in the head (tried to force text to MARTA just like one can force a groupicon but no joy).
I could keep a 2nd set or markers running for all friendly groups but they usually lag a little making it look silly (at least from my tests).
If I come up with a good solution your wish will come true but until then..
Moose-Factory
Sep 10 2009, 00:44
Hello, I was wondering how to set the game options so that the gamespeed time runs at normal speed, not at 3 min = 15 seconds?
Also, how do you get to that nice looking "parameters" menu on the screenshot that allows you set how many towns, etc?
sorry if these are newb questions, but help a newb out! thanks!
[ASA]ODEN
Sep 10 2009, 09:39
hi Moose, parameters are only accessible running latest 1.03 beta patch. Otherwise version 4 should have fastTime off as it's usage of setDate[] induced severe lag every 15 seconds.
Has anyone tried if this mission is able to save the progress?
[ASA]ODEN
Sep 10 2009, 16:25
I removed the save event but each time you suspend it should save - haven't tested though :-).
Ok... I'll give it a go later and try.
The EVO 3.x missions saves really well. I added a parameter in some of my missions (with the new 1.04 parameter system) to enable or disable save... That way anyone can choose.
I love the new parameter system!
Moose-Factory
Sep 11 2009, 15:14
Thanks Oden.
However, I am currently running the beta, but I still do not know how do get to that parameters page? I'm sure it's really simple and I'm just being dumb, but I guess I need it spelled out, among other things.
Secondly, what is the difference between invasion and regular modes? When I load up both maps in sp, they seem the same, in that the ai starts with one base and starts expanding. I had assumed this was how invasion mode worked, but how do I get access to play the mode where you start as the defender of all towns instead of the enemy AI, and then the enemy AI is the one starting with the single base and more resources to attack you?
I am playing in sp only for the moment. thanks!
Gutm@sher
Sep 12 2009, 22:34
Hi Oden,
maybe known bug, but here goes - after your artillery is depleted, how do i get rid of it to build another battery? notes say you have to buy another battery, but that option is not available. ive tried satchel charging the old battery to make a new one available, but no joy. seems that using arty batteries is a one time use deal atm. @<hidden> - just to verify, you have the mission installed in your mpmissions folder and you are starting oden via "multiplayer" not "singleplayer" correct? the parameters button is on the bottom right of the oden warfare lobby to change all of the variables. as for invasion, if you are the invader you start out with no towns. if you are the defender you start out with ALL the towns. so if you are playing as west and want to be the invader, make sure that the option "invasion by west" is selected in the paramaters. hope this helps.
Moose-Factory
Sep 13 2009, 21:20
Thanks Gutm@<hidden>, I think that was indeed the problem. I was loading it in single player. Will try that out tonight.
[ASA]ODEN
Sep 13 2009, 22:09
Yes Gutm@<hidden>, battery gets stuck. I hope I fixed it in version 5 (see first post) but I'm not 100% positive in my beta testing. I did manage to deplete my mortar battery using all 5 fire missions and then buy a M119 battery, but I bet something will bug sometime :-)
Also in version 5:
Airports, all three active (no matter running reduced region)
UAV at airports (terminal outside hangar, get UAV like you buy an aircraft). buggy as hell but a start - see note in first post.
Ded.server packs removed.
Gutm@sher
Sep 14 2009, 02:59
airports activated, nice oden. i was wondering about that. its like wafare christmas tonight with oden and benny updates!
Gutm@sher
Sep 14 2009, 14:40
havent played v5 much at all yet but did jump on real quick to see capturable airports. this is a very nice addition, thanks oden. one quick note is that at the large airport (only one i went to), the c130 spawns facing south east with it's right wing inside the hangar so it gets stuck when trying to move. thought you would like to know. 3 questions - i love the air fights that unfold with the air support feature. makes it truely epic! what would be the performance impact if max air support was raised from 2 to say 4 or 6 per side? also, what is the seperation of the starting locations of the sides? in prior version sometimes they start fairly close to each other but dont know about version 5. do you have any plans to impliment the option of having the planes spawned at the airport to have ai pilots?
not a whiner complaint but an observation - version 4 seemed to be much more demanding on my rig than than prior versions and can be very laggy at times compared to the other large warfare i play, benny's (specs-i7, 12gb ram, gtx280). this is when playing lan and i hope to test ver 5 on my group's server sometime this week. but you do have many more towns and the variety of game setup options that sets oden invasion/warfare apart. also, ai gunners at camp defense emplacements seem to be asleep at the wheel most of the time. hope you find this stuff useful. thanks oden.
Nemesis_wales
Sep 15 2009, 10:47
Gutmasher is just a big gay! LOL love ur work oden
SWAT_BigBear
Sep 17 2009, 14:44
I had a chance to play #5 last nite.
It was great, Thanks Oden.
frankdigio
Sep 17 2009, 16:03
Awesome work Oden, adds alot to Arma 2.
Question:
Is Oden Warfare 5 compatible with dedicated server? I spawn in the middle of a field by myself and unable to play. Is there a separate download for ded servers?
THEBLITZ6794
Sep 18 2009, 00:28
i heard this is fun even in SP (like a lan)
Gutm@sher
Sep 18 2009, 15:08
so last night im using oden's to help troubleshoot my patch 1.04 problems and saw something pretty great. i had just taken the large airport and here comes an ai harrier. it lands at the south end of the runway, rolls to the north end, turns onto the taxiway, comes down beside the spawn hangar, jumps out, apparently rearms or repairs, jumps back in, taxis to south end, turns onto the active and takes off. i thought i'd crap my pants! only starnge thing was that as the plane was taxing toward the spawn hangar, he dropped some ordinance which exploded but didnt appear to harm him.
btw, i built a uav but couldnt figure out how to control it (no actions at uav terminal). it took off on it's own, turned left and crashed into some trees.
dontknowhow
Sep 23 2009, 16:59
I just started playing this mission, and I shortly went through this thread. Thankfully it's not so long :)
I see that there is a discussion about fast travel. Personally I would agree with who says that fast travel is not realistic, but it would be nice to have the option to open the city menu without actually having to go to that city. The manual says it's possible, I still have to figure out how.
That said, how about adding some configuration to make everyone happy? Personally, I would also like bigger team sizes. I will conquer Chernarus city by city with my own team of 200 people :)
Thanks for the mission Oden
By the way, I got this problem:
Error in expression <uinamespace getvariable "_displayMain") displayremoveEventhandler [_current, BIS>
Error position: <displayremoveEventhandler [_current, BIS>
Error Type Any, expected Number
File ca\modules\hc\data\scripts\HC_GUI.sqf, line 596
It happened while I was playing with the construction interface. I got out, and somehow the cursor didn't go back to its normal state. I'm not sure of what I did after that to get that error.
Hope it's useful
SWAT_BigBear
Sep 23 2009, 21:03
Get in a captured town and purchase soldiers........make sure you have the dough. I got tired of clicking the arrow, after 52.
Do not do it while actually inside the bunkers.
Sitting in a vehicle is the best way, 3rd person :)
Mandrake5
Sep 24 2009, 07:21
I tried v5 recently - my only criticism was that insurgent towns are too easy to capture compared to Benny's (i.e. not enough insurgents!). Is this adjustable in the set up at all?
thanks
dontknowhow
Sep 24 2009, 13:39
Get in a captured town and purchase soldiers........make sure you have the dough. I got tired of clicking the arrow, after 52.
Do not do it while actually inside the bunkers.
Sitting in a vehicle is the best way, 3rd person :)
you are right. I can actually do it even inside a bunker. But if I do that at the HQ I cannot get more than 10. Strange. Besides, at the HQ I can get more soldiers. The dialog seems to be bugged somehow, I can get a list only at the beginning, for all units
SWAT_BigBear
Sep 24 2009, 15:02
Buying them while inside the bunkers will cause several to possibly get stuck inside ;)
Gutm@sher
Sep 24 2009, 15:16
I never considered the dif in recruiting a bug as much as a feature. you can buy only 10 guys at the base but they can be any kind while at the town centers they are pretty basic. not to get too "benny's vs oden's" because they each have unique features to offer, but i do like the ability to recruit units from anywhere on the battlefield and have them come to me. there is just something satisfying about having a chopper or osprey flying in loaded with your guys to reinforce your position!
dontknowhow
Sep 24 2009, 15:24
I never considered the dif in recruiting a bug as much as a feature. you can buy only 10 guys at the base but they can be any kind while at the town centers they are pretty basic. not to get too "benny's vs oden's" because they each have unique features to offer, but i do like the ability to recruit units from anywhere on the battlefield and have them come to me. there is just something satisfying about having a chopper or osprey flying in loaded with your guys to reinforce your position!
Well, I might agree on the limitedness of choice, but to me the limitedness of number is a bit inconsistent. In the best case it should be the other way round: at the town centers you can't buy men if you have 10 already.
hey Guys
can someone tell me the script name that loads this script?
Server\AI\Advanced\Advanced_UpdateSquad.sqs :cool:
thnx
fogu
[ASA]ODEN
Oct 12 2009, 13:42
Thats the old ArmA 1 routine, not used.
In ArmA2 "Server\AI\Team\Team_Update.sqf" is used and called as "BIS_WF_UpdateTeam" from "Server\Init\Init_Server.sqf" as [_x,_template,_dedicatedMission] Spawn BIS_WF_UpdateTeam;
/theOden
hmm okay if im correct this was the script were you can change that the Ai squad can buy air units?
so can i use ur script and the Ai is able to buy some choppers?
thnx
and sry for my bad Englisch;)
[ASA]ODEN
Oct 12 2009, 16:14
Yes, thats where to edit such features.
Currently AI do buy choppers (if enough funds) as part of the 3 airsupport units allowed each side though these more often show up as airplanes - look for and edit pUSMCCAS array in airport.sqf in common\config folder (can't remember the sqf filename out of my head, but you'll figure it out).
what is Oden SP??? Singleplayer or For Lan?? In SP i can't vote for Commander. how disable grass in sp?
Hi,
Looks like the MPmission stalls on soldier selection if the user takes some time to select or is browsing the info of each role. Cheers
LockJaw-65-
Nov 13 2009, 07:58
Hi Oden, I was looking forward to playing your latest map last night. When in the game none of the constrution worked for me, I let ai becaome commander and it seemed to work fine for them. I then loaded up some of your older versions and that was the same?? any ideas thanks
SpectrumWarrior
Dec 9 2009, 18:49
Hi: I agree with Mandrake5
I tried v5 recently - my only criticism was that insurgent towns are too easy to capture compared to Benny's (i.e. not enough insurgents!). Is this adjustable in the set up at all?
thanks Can you please let me know where to edit the insurgents/enemies spawned in each town? WAY TO FEW in the towns. Thanxs, Robert.
nuggetz
Jan 24 2010, 17:05
I cannot buy units or men with any of the SP maps. I was excited to see a SP version with a save option and it was too good to be true.
Ape Drape
Jan 24 2010, 19:55
I cannot buy units or men with any of the SP maps. I was excited to see a SP version with a save option and it was too good to be true.
Same problem with me can't buy weapons either. At the start up map screen my gear is m16/acog/m203 but when actually starting I get only an m16/acog.
Even tried it hosting on lan but no dice. I'd like to play it, but since there are no cheat codes, there is no way am I going to defeat Russia armed only with a spork.
Ape Drape
Jan 25 2010, 18:43
Bump for a fix? Can't even unpack the .pbos to try and fix them.
I can't buy anything and i don't use ACE
[ASA]ODEN
Mar 2 2010, 16:03
Hi guys, that old SP version was for pre 1.05 patch which effectly b0rked it unusable.
Currently working and playing my co12 pack I can't see I will make any SP version of the current Cold/Civil warfare so please just host a local passworded LAN game.
ODEN;1581842']Hi guys, that old SP version was for pre 1.05 patch which effectly b0rked it unusable.
Currently working and playing my co12 pack I can't see I will make any SP version of the current Cold/Civil warfare so please just host a local passworded LAN game.
So the latest complete release is co12 pack?
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