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Thread: COOP 20 Takistan Force (OA)

  1. #131
    Gunnery Sergeant Bon's Avatar
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    Author of the Thread
    Quote Originally Posted by LoneStar View Post
    Would it be possible to break down the slots into groups?

    We'd like to use STHUD.

    Thanks Bon.
    Well, I don't see any problem with merging the slots into groups, except that the then non-leading players could still recruit AI which then joins the players group. A neat workaround for that would be to change the units accordingly, to, lets say, medics, engineers, marksmen etc. (the ai recruitment so far is restricted to the units given).
    Or change the init code from the barracks building at base from
    Code:
    this addAction ["<t color='#FFFFFF'>Recruit Units</t>","bon_recruit_units\open_dialog.sqf"]
    to something like
    Code:
    this addAction ["<t color='#FFFFFF'>Recruit Units</t>","bon_recruit_units\open_dialog.sqf",[],-1,false,true,"","player == leader player"]
    However, the bare, "non-pboed" mission files are included, feel free to load them in the editor and group the units up as you like.

  2. #132
    It was merely a suggestion

    As most of the missions use standard groups.

    Thanks for the pointer Bon.

  3. #133
    Can we please get an ACE version of this up? The only major problem I'm having playing this version with ACE is the MHQ isn't available. Everything else has run fine.

    Great job, btw, excellent mission.

    EDIT: I saw Jack had made one for 1.1, any chance of one being made for 1.3?

    Also, I can't get supply drops to work. My buddy requests them, I grant them at the UAV, but nothing ever comes.
    Last edited by zuff; Nov 17 2010 at 02:21.

  4. #134
    I was able to get the mission running with ACE 1.6 final by simply turning the ACE flag to true in config.sqf. The MHQ worked fine. Our armor driver was complaining about bugs in the non-ACE version of the Stryker MGS, but that is easily modded as well.

  5. #135
    Congratulations Bon for missions of Takistan Force, are very good.
    Greetings.-

  6. #136
    Bon, if I am using a different island and I want it to find a mission location farther out to use more of the map do I change these values? 800 and 2000?

    _nextclosest_locations = _nextclosest_locations - nearestLocations [getMarkerPos format["respawn_%1",tfor_friendly_side],["Name","NameVillage","NameCity","NameCityCapit al"],800];

    if(isNil "_location") then{
    _location = _nextclosest_locations call getRandomElement;
    } else {
    _found = false;
    {
    if(position _x distance position _location < 2000) exitWith {_found = true; _location = _x};

    Thanks

  7. #137
    Gunnery Sergeant Bon's Avatar
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    Quote Originally Posted by vengeance1 View Post
    Bon, if I am using a different island and I want it to find a mission location farther out to use more of the map do I change these values? 800 and 2000?

    _nextclosest_locations = _nextclosest_locations - nearestLocations [getMarkerPos format["respawn_%1",tfor_friendly_side],["Name","NameVillage","NameCity","NameCityCapit al"],800];

    if(isNil "_location") then{
    _location = _nextclosest_locations call getRandomElement;
    } else {
    _found = false;
    {
    if(position _x distance position _location < 2000) exitWith {_found = true; _location = _x};

    Thanks
    Give it a try, I doubt you can break anything by changing those numbers anyway.

    But I suggest you play with the "tfor_maxmissions" value first before changing this part of code (in MP its set by mission parameter (paramsArray select 2), in SP its set in the init.sqf).

    What happens in the code you are looking at here is the partitioning of the island locations depending on the tfor_maxmissions value (which is, actually, just the number of partitions). The lower this value, the less partitions of locations will exist, hence the locations picked will be farther away from each other.

  8. #138
    First i would like to congratulate you bon on one of the most amazing coops ive ever played. Truly since ive got it me and my freinds have been playing it alot.

    the problem im having probly is something on my end and not yours but any advice from anyone on how to fix it would be great because its rather..frustrating it regards the xray yankee coordinates on the map.

    if i select the commander role i have the xray yankee coordinates however..any other role i select rather it be squad leader, pilot, special forces. my xray and yankee coordinates are gone there not visible on my map were there suppose to be and ive failed at any attempt to try and figure out why there not there. this can be rather frustrating as without those coordinates i cannot call in artillery when im in the field any help from anyone would be greatly appreciated.

  9. #139
    Thanks Bon I will give that a try, ported to Duala and Lingor had a hell of a tough fight in all that jungle of Lingor! Lots of Fun!

    This is top notch missions and scripting!

  10. #140
    hello bon

    its me, your fanboy!

    i have a problem.

    i added an a-10 with the same init like the ah64. but with my own texture. (this setObjectTexture). spawn time: 320 instead of 600

    both aircrafts still there if i deactivate the parameter "Advanced Aircraft"

    do you have any idea?

    i use the up to date ACE client from sixupdater.

    greetings from switzerland

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