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Thread: -= ZKs BattleZone =- 72 Player [CO-OP] - Warfare

  1. #71
    Gunnery Sergeant
    Join Date
    Nov 19 2005
    Location
    Queensland ***"Australia"
    Posts
    473
    Author of the Thread
    Thank you PvPscene

    Tho i have never seen that error and its part of the old bis coin script , before i modified it. (that part is untouched) the code looks all good.
    im not saying it does not excist - maybe caused due to a addon that used _text2
    even so i will rename _text1 ,2 ,3 just incase.
    But thanks to your keen eye i did find a small error in the menu system fixed.

    even random errors with some addons i would like to hear about
    i would like BZ to be as compatible as possible.

    Thanks for the input , keep it comming

    it would be helpful to add more info to the notes section about the game mode
    As im the solo writer of BZ i may miss some things that i think are obvious "sorry".

    anyone Please suggest things that SHOULD be in the notes and i will add them.
    Last edited by Zonekiller; Jan 16 2012 at 07:58.

  2. #72
    Jumped on your server to see how V3 was doing and really nice new features! Game-play was smooth.

    Your battle was looking hopeless for the Bluefor with only 1 base left so I captured the East Base and Bluefor AI quickly setup another Bluefor Base, what fun love the mission!

  3. #73
    Second Lieutenant Kremator's Avatar
    Join Date
    Jun 8 2007
    Location
    Cambridge, UK
    Posts
    4,987
    This really shows that tactical decisions (and human interaction) can have a major impact on the war!

    I've installed the new tweak by PvPscene (gunners use ALL weapons!) and the carnage is unbelieveable!

  4. #74
    Gunnery Sergeant
    Join Date
    Nov 19 2005
    Location
    Queensland ***"Australia"
    Posts
    473
    Author of the Thread
    NEW UPDATE V3 - 21-1-12

    Planed UpDates
    Add = Ambient Civilians

    UPDATE 2-1-12

    All Mission Zip now done with latest 7Zip
    Fixed geur1 to guer1

    ----------------------------------------------------------------

    UPDATE - 6-1-12

    Fixed - Packing Up Enemys Base.
    Fixed - Starting with the last players units.
    Fixed - Code for waypoints.
    Fixed - If UAV goes down , now you will be kicked from Remote Construction.
    Fixed - AI Base can still make base buildings after Total Items reached.

    Added - Pickup Smoke now is the colour of the side.
    Added - Total goes RED when reached.
    Added - Leave group action.
    Added - Make Empty Vehicle, Building , Man after Total Items has been reached.
    Added - Make Empty Vehicle after Item Ammount has been reached.
    Added - Player Group Size in Params.
    Added - Restrict Player Build Time in the params.
    Added - Rejoin Message if you join a side that is down.

    Tuned - Cleaned some publicvars up.
    ----------------------------------------------------------------------------

    UPDATE V1 - 11-1-12

    Fixed - Trucks less likely to get stuck.
    Fixed - All Players Local Vehicles and Men fully transferred back to server on disconnect.
    Fixed - Guer RESPAWN now works when you click on the word RESPAWN not just the Map.
    Fixed - Mortars fire more.
    Fixed - Respawn - will end mission for that side when no bases are left and exit If you Click on Respawn.
    Fixed - Player Respawn error when no units alive on players side.

    Added - Sides Used In The Mission - in params - Now can leave out any side.
    Added - Factions : Mission Suggested Factions - in params - add your factions to "InitFolder\Mission_Factions.hpp".
    Added - Markers for Trucks.
    Added - helpdis = 2000; max distance to call for AUTO support in "User_Settings\Mission_Settings.hpp"

    Tuned - Vehicle Movement , Packing Up trucks , Builder_interface.fsm - Only Choppers are now Made localy.
    Re-work - YES - Lots of code enhanced.
    ------------------------------------------------------------------------

    UPDATE V2 - 16-1-12

    Fixed - Getin with land vehicles without cargo spots.
    Fixed - Blow Building action gets removed sooner.

    Added - Amount Of Crew Per Vehicle in params , "Fill Driver And All Turrets", "Fill Just Driver And Gunner".
    Added - copyfactions,copyaddons and game_ends in "User_Settings\Mission_Settings.hpp" - Used for testing and editing.
    Added - activateAddons extra_addons - when using addons this will automaticly activate them on mission start- Read note below.
    Added - All Vehicles and Buildings made by the Server face away from the HQ.
    Added - rearm at any of your side bases.

    Improved - Targeting System.
    Improved - Auto call for support system.

    Tested With - Latest AO Beta.
    Tested With - PRACS.
    Tested With - Frigate Pack.

    extra_addons Note

    In "InitFolder\Mission_Factions.hpp" there is skiped_addons = ["myaddon"]; addons that the auto addon finder misses goes in here
    If you get an error on mission start , Look in your RPT file for the name of the addon and add it to - skiped_addons.
    If your using addons JIP will give en error before recieving the mission , due to the activateAddons extra_addons can not run earlier
    it is all running by the time the player is in the game.
    to get around this you can add an empty vehicle of all vehicle types of your addons in the mission then delete it at mission start.
    then you dont need to add anything to - skiped_addons.
    or
    In User_Settings\Mission_Settings.hpp
    set copyaddons = true
    then start the mission
    when the container comes off the truck
    alt tab
    paste with RMB to a text doc
    add the addons it finds to mission.sqm
    hint if you edit the mission after this with the editor
    you may have to do it again
    -------------------------------------------------------------------------

    UPDATE V3 - 21-1-12

    Fixed - Error with turrets.
    Fixed - All Players Local Empty Vehicles get deleted on disconnect.
    Fixed - Random Error that caused Server_Seen_Code to stop.
    Fixed - ReArming when making empty vehicle.

    Added - Pickup now works in water for Players and AI.
    Added - Call for AmmoDrop.
    Added - Pickup Marker.
    Added - AmmoDrop Marker.
    Added - Call for Plane when using LaserMarker.

    Tuned - Vehicle Movement , Builder_interface.fsm.
    Re-work - YES - Some code enhanced.

    The Missions So Far -=ZKs BattleZone=- V3

    -=ZKs BattleZone=- Takistan -- No Addons Just AO --
    DownLoad -=ZKs BattleZone=- Takistan


    -=ZKs BattleZone=- Isla Duala -- Addons - Isla Duala Map & AO-CO --
    DownLoad -=ZKs BattleZone=- Isla Duala
    Isla Duala Map Link:


    -=ZKs BattleZone=- Tasmania -- Addons - Tasmania Map & AO-CO --
    DownLoad -=ZKs BattleZone=- Tasmania
    Tasmania Map Link:


    -=ZKs BattleZone=- Utes -- Addons - AO-CO --
    DownLoad -=ZKs BattleZone=- Utes

    Recommended Addons

    Frigates, Weapons and Waves
    For Island Maps
    Frigates, Weapons and Waves Link

    DownLoad -=ZKs BattleZone=- Ships Isla Duala
    DownLoad -=ZKs BattleZone=- Ships Tasmania
    DownLoad -=ZKs BattleZone=- Ships Utes

    PRACS
    For Resistance Vehicles
    PRACS Link

    DownLoad -=ZKs BattleZone=- Pracs Takistan
    DownLoad -=ZKs BattleZone=- Pracs Isla Duala
    DownLoad -=ZKs BattleZone=- Pracs Tasmania
    DownLoad -=ZKs BattleZone=- Pracs Utes

    Frigates and Pracs

    DownLoad -=ZKs BattleZone=- Ships_Pracs Isla Duala
    DownLoad -=ZKs BattleZone=- Ships_Pracs Tasmania
    DownLoad -=ZKs BattleZone=- Ships_Pracs Utes
    Last edited by Zonekiller; Jan 21 2012 at 02:43.

  5. #75
    Didn't get a lot play time, just against AI, but ...........
    Very impressive coding ZK !
    And also lovin something that makes practical use of my Frigates!
    GJ !

  6. #76
    Gunnery Sergeant
    Join Date
    Nov 19 2005
    Location
    Queensland ***"Australia"
    Posts
    473
    Author of the Thread
    Thankyou Gnat

    and also well done with the Frigates!. Being ex Navy,Love the Frigates!.

    They do add a different twist to BattleZone , not to mention they upscale the war
    and effects, i love using them.

    Now if there was just one for resistance "hint"

    i would love to work out how to do the missile targeting like on the ships as i would love to add something like that to the GRAD and MLRS to enhance BZ even more.

  7. #77
    Sergeant
    Join Date
    Nov 26 2010
    Location
    Elsinore (Helsingør), Denmark
    Posts
    101
    Hi are there any manuel or tutorial in playing this mission??

    I have tried it, and are not sure how to get troops under my command.
    Every time i buy a soldier he starts wandering off, and is not under my control??

  8. #78
    Gunnery Sergeant TeilX's Avatar
    Join Date
    Jul 17 2007
    Location
    Berlin Germany
    Posts
    444
    press "j" for join and "H" is for hunt.

  9. #79
    Second Lieutenant Kremator's Avatar
    Join Date
    Jun 8 2007
    Location
    Cambridge, UK
    Posts
    4,987
    The first time you start the construction module you get a HUGE list of keys that you can press. All the information you need is there.

    But as TeilX says J for join, U for unjoin. H is to make a vehicle you have made Hunt. they will autohunt after a minute or so anyway (but I like to get them into the war asap )

  10. #80
    Does this require a dedicated server? or can I play this singleplayer on LAN?

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