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Thread: CO40 - War in Takistan: Operation Iron rains (WIT)

  1. #791
    Quote Originally Posted by code34 View Post
    Ok i just fixed it
    This is great news! Is the fix on Git? What file(s) did you edit to fix it so I can update my mission?

    Thanks

  2. #792
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    Quote Originally Posted by zuff View Post
    This is great news! Is the fix on Git? What file(s) did you edit to fix it so I can update my mission?

    Thanks
    look the git ! all informations about the changes are notified
    https://github.com/code34/war-in-takistan/commits/1.6

    ---------- Post added at 18:40 ---------- Previous post was at 18:38 ----------

    Quote Originally Posted by Fruity_Rudy View Post
    any new RC code-boy? currently testing on fallujah with custom content only( 3rd party units in the array are still working)..Thx for simplifying the whole script so much. Makes porting and customizing so damn easy. I got some time this week for testing if you have new RC. And thanks to that lame DayZ mod, bis is doing so much beta patches, which are quite awesome for coops..I wonder if these patches would have been released without that mod.
    yes, but i don't think it's a rc cause so much bugs are reported

    last release always at the same url
    https://github.com/code34/war-in-takistan/zipball/1.6

  3. #793
    Hey code34 - can you give me a quick pointer at what files need to be changed to port War in Takistan to other maps? I made a quick port to Lingor (moved the relevant markers on the map, move the base) and was surprised how solid it was immediately! Really impressive. But I'd like to make sure I get it right. For instance - are there any files that require set co-ordinates?

    I know Fruity Rudy has done a version - but his isn't publicly available as far as I know and we tend to play with vanilla OA + CBA (rather than ACE etc).

    Additionally I like tweaking the setup - and War In Takistan is a fabulous mission to play with and explore

    Edit: Just also wanted to say that having had a look under the hood, as it were, War Context is really awesome

  4. #794
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    to do the minimal port:
    you just have to use the new mission.sqm for map makers at root directory to build your own base

    to do more:
    you can tune for the island the createsidemission script, and the stringtable

  5. #795
    Quote Originally Posted by code34 View Post
    to do the minimal port:
    you just have to use the new mission.sqm for map makers at root directory to build your own base

    to do more:
    you can tune for the island the createsidemission script, and the stringtable
    Awesome - I shall do that! Thanks

    ---------- Post added at 20:00 ---------- Previous post was at 19:56 ----------

    Quote Originally Posted by slerbal View Post
    Awesome - I shall do that! Thanks
    Comparing mission.sqm to mission_lite_for_mission_makers_rename_it.sqm I can see the lite version is a lot smaller and doesn't use as many addons - are the differences Takistan specific then?

  6. #796
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    Quote Originally Posted by slerbal View Post
    Awesome - I shall do that! Thanks

    ---------- Post added at 20:00 ---------- Previous post was at 19:56 ----------



    Comparing mission.sqm to mission_lite_for_mission_makers_rename_it.sqm I can see the lite version is a lot smaller and doesn't use as many addons - are the differences Takistan specific then?
    mission lite = only elements require to run the mission (markers, buildings). Mission lite doesn't contain the base. You can use it for island you want.

  7. #797
    In the today's git version this file appears to be missing:
    Code:
    warcontext\actions\WC_fnc_returntobase.sqf
    (I think it is the teleport back to HQ from MHQ script).
    Is it actually missing or are you refactoring/renaming it?

    ---------- Post added at 21:10 ---------- Previous post was at 21:08 ----------

    Quote Originally Posted by code34 View Post
    mission lite = only elements require to run the mission (markers, buildings). Mission lite doesn't contain the base. You can use it for island you want.
    Great! Good to know. Personally, I like the base - but it is really helpful to have a clean version for comparison

    I found that autoloading new units really slowed down the loading but because your warcontext engine is beautifully organised and well put together it was the work of a minute to change the default TK units to Lingor ones

    ---------- Post added at 22:29 ---------- Previous post was at 21:10 ----------

    Quote Originally Posted by slerbal View Post
    In the today's git version this file appears to be missing:
    Code:
    warcontext\actions\WC_fnc_returntobase.sqf
    (I think it is the teleport back to HQ from MHQ script).
    Is it actually missing or are you refactoring/renaming it?
    Ah I see you have been refactoring it as WC_fnc_doreturntobase.sqf. So in that case in case you didn't know (and I am sure you did!): There is a incorrect function call then when activating teleport back to base from the MHQ as it is still calling "WC_fnc_returntobase.sqf" not "WC_fnc_doreturntobase.sqf"



    That said - by the looks of it, your refactoring is going to be a nice improvement. The War Context engine is really powerful

  8. #798
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    Quote Originally Posted by slerbal View Post
    In the today's git version this file appears to be missing:
    Code:
    warcontext\actions\WC_fnc_returntobase.sqf
    (I think it is the teleport back to HQ from MHQ script).
    Is it actually missing or are you refactoring/renaming it?

    ---------- Post added at 21:10 ---------- Previous post was at 21:08 ----------



    Great! Good to know. Personally, I like the base - but it is really helpful to have a clean version for comparison

    I found that autoloading new units really slowed down the loading but because your warcontext engine is beautifully organised and well put together it was the work of a minute to change the default TK units to Lingor ones

    ---------- Post added at 22:29 ---------- Previous post was at 21:10 ----------



    Ah I see you have been refactoring it as WC_fnc_doreturntobase.sqf. So in that case in case you didn't know (and I am sure you did!): There is a incorrect function call then when activating teleport back to base from the MHQ as it is still calling "WC_fnc_returntobase.sqf" not "WC_fnc_doreturntobase.sqf"



    That said - by the looks of it, your refactoring is going to be a nice improvement. The War Context engine is really powerful
    thanks i just fixed it.

  9. #799
    Quote Originally Posted by code34 View Post
    thanks i just fixed it.
    No worries - I am tracking your git changes and will let you know if I come across any other issues. Honestly - I've been amazed how few issues there have been!

  10. #800
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    Quote Originally Posted by slerbal View Post
    No worries - I am tracking your git changes and will let you know if I come across any other issues. Honestly - I've been amazed how few issues there have been!
    few syntax issue but a lot of functionnals bugs

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