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Thread: [SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!

  1. #311
    Apologies for semi-resurrecting this, but I'm trying to wrap my head around your init_weapons // init_factions scripts. Searched multiple permutations however didn't find anything remotely close to what I'm requesting. Are the numbers posted before the classnames in the weapon init script percentages or absolute numbers to spawn? Just working on a few personal edits to add more flavor (via ACE classes). Same deal with the faction init and duplicated unit classes. I can only assume that adds more "weight" per se for each particular unit. Am I close on that?

    At any rate, I am immensely enjoying this mission type so far. I've been having an absolute blast with it. Thank you for producing this fine work and sharing it with us.

    On an odder note. I've been running this on Tigeria (as well as a quick Chernarus test) quite a bit (love that island) and I've noticed every single air patrol with USMC or mixed USMC / BAF units as friendly w/ Insurgents or Russians as the east faction are either Apache AH1 (BAF version) or the AH-64D. I was expecting Hinds; not friendly 30 mike-mike blowing my ass to pieces.
    Last edited by Shad0wCatcher; Aug 21 2012 at 06:18. Reason: One further point of note.

  2. #312
    the numbers in both cases are weights. i think in init.sqf you see i use the numbers for the weapons to construct the big array of weapons, and for each number i add another copy of the corresponding array.

    for init factions, yeah, more rifleman means i want rifleman weighted more than snipers for instance.

    as for the odd note, are you saying that you see AH1s and AH64s as the enemy helicopters as well? If so, that is not intended. let me know and ill take a look.
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  3. #313
    Quote Originally Posted by markb50k View Post
    the numbers in both cases are weights. i think in init.sqf you see i use the numbers for the weapons to construct the big array of weapons, and for each number i add another copy of the corresponding array.

    for init factions, yeah, more rifleman means i want rifleman weighted more than snipers for instance.

    as for the odd note, are you saying that you see AH1s and AH64s as the enemy helicopters as well? If so, that is not intended. let me know and ill take a look.
    Good deal on both notes. Much appreciated. Regarding clarification, correct. I've only run a small sample size (approximately 20 mission starts of varying difficulty) however in each of them I've not seen a single Hind in the air. They are spawning however. In my last mission start one was parked on one of the helipad compositions in pristine condition. However, the only air units I've seen flying have been BAF AH1s and AH-64Ds; all enemy-controlled. I only took notice of it as I haven't run US Army as a blufor faction yet for it to even be an option to spawn; only USMC or USMC / BAF mixed. Opfor has been either Insurgents or Russian factions; never combined; always one or the other. I thought at first it might have been a simple config error causing the air units to spawn only Apache subtypes but I got a little sidetracked adding most every permutation of every weapon / ammo type in the ACE classlists to the weapon init.

    I really really should have been to sleep about four hours ago but I wanted to get this done. Lol. Once I finish it up if you'd like I can shoot you the file to look over if you desire.

  4. #314
    ok ill look at the code. AH64s are in USMC so they should spawn for friendlies, but definitely not for enemy.

    ---------- Post added at 15:42 ---------- Previous post was at 14:38 ----------

    Code looks like its fine, Shadowcatcher, can you tell me what weights you are putting in your faction choices?

    Its been so long since i've looked closely at the Lost code, so I misspoke above, the only gunship patrols are enemy, and friendly factions chosen CAN contribute classes to the possible enemy spawns. So its possible that AH64s gets flown by opfor.

    so if you choose USMC, the AH64 gets added to the possible list of enemy gunships.
    if you choose BAF, the BAF AH1 gets added

    but only one instance of each class gets added.

    If you choose Russia, this gets added...
    ["Mi24_V", "Mi24_P", "Mi24_V", "Ka52","Mi24_V", "Mi24_P", "Mi24_V", "Ka52"]

    so, the majority of the time, even with one AH64 entry and one BAF AH1 entry added to this array, the Hinds should win out most of the time.

    Now for when you choose CHKDZ, since they have no gunships, you will ONLY see western helicopters, so you are correct there. I would always choose RU vehicles with at least weight 1 in this case
    Last edited by markb50k; Aug 21 2012 at 15:46.

  5. #315
    Quote Originally Posted by markb50k View Post
    -snip-
    That's what I figured when I looked at the unit inits and didn't see any helos for Insurgents mark. Much appreciate your time. I'll probably end up adding a few helos to their init so they aren't so lost. One really odd question though if you have the time: I added an ACE Force Recon machine-gunner unit to the USMC base unit init (ACE_FR_MG; his superclass is FR_AR) but when I recompiled and restarted the mission none of the factions were listed at all except for Civilians. Once I removed it everything returned to normal.

    Any thoughts on why that might be? Possible load order issues? Anyone else have any problems like this?

    With regards to the weapon config I'm still proofing it. Just got back from a business trip that ate up literally the entire day.

  6. #316
    My guess is you had a typo when you added in your new classname or forgot a quotation mark or a comma. The civilians and troops are invited in different files. If all you see is the civilians it probably couldn't compile the init factions file. If you aren't already you should run arma with the -showscripterrors option enabled on the command line. It will make it really easy to see those kinds of errors

  7. #317
    Added a couple commas to the ends of my array lists. Oops. Read below however.


    EDIT: Your scripts still aren't recognizing ACE ammo or weapons. I've gone over my own configs six ways from sunday. It's also the exact same list I've used for every one of my missions. Getting a ton of script errors from undefined classes in wtyp1 / wtyp when trying to create the caches. It seems as if it cannot read the ACE classfiles at all; hence my original question regarding load orders.
    Last edited by Shad0wCatcher; Aug 22 2012 at 18:30.

  8. #318
    well, load order means nothing once you get to runtime. In runtime, the script is just looking for the class presence in the configfile >> "CfgWeapons". No matter what the load order, as long as you are loading ACE in your modpath it should find them.

    PM me the array you are using for:

    mbVanillaWeapons and mbVanillaMagazines in the init_weapons.sqf (I'm guessing this is where you are making your edits, right? If not, send me what you are using as the new array)

  9. #319
    Quote Originally Posted by markb50k View Post
    well, load order means nothing once you get to runtime. In runtime, the script is just looking for the class presence in the configfile >> "CfgWeapons". No matter what the load order, as long as you are loading ACE in your modpath it should find them.

    PM me the array you are using for:

    mbVanillaWeapons and mbVanillaMagazines in the init_weapons.sqf (I'm guessing this is where you are making your edits, right? If not, send me what you are using as the new array)



    Correct. I'm building new arrays within vanilla weaps / vanilla mags. Using yours as a baseline with regards to what should be rare and what shouldn't.

  10. #320
    Update:
    LOST now merged into the APOCALYPSE mission as a selectable MODE. Please go here to get LOST.

    APOCALYPSE Thread

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