Dont stop there add in ACE Vehicles and other Islands![]()
Still enjoying Evo almost every day since 1st version came out.
What puts me off a bit is how many servers run the 'n00b' versions. Imo scripts like MHQ and flag teleport destroy the original coop atmosphere of the mission. Ppl don't care about stranded vehicles or about helping other ppl out, they only rush back to the frontline to get high scores.
Now i'm not the guy to tell these ppl how to play Evo, but let me tell you you're missing something i call 'coop consience' - the moment where all players are in deep trouble around a town and then suddenly start working together organizing repair convoys and coordinating artillery strikes with bomb runners.
I remember we had a huge repair convoy (2 trucks, 2 Vulcans) driving up high into the mountains because the BH FFAR was lost. Sheer fun.
That said, i hope we see more Evolution versions for ARMED ASSAULT 2
Spoiler:
I totally agree.Originally Posted by (
I have been working on a Evo version to implimat all of our Project RACS equipment. Truly the only mdifications i have added are the ability to sling load trucks and light vehicles.
Like you are saying you have a stranded group of other players with dammaged equipment in a town sling in the necessary repair vehicles to help each other out.
COOP..... is precisely that.
there is an A.C.E evolution 4.2
i have 2 questions,
1.How can i change the weapons crate in the hanger ?
2. wich file must i have to change the units to recruit?
Link Please ***Originally Posted by (Boshart @ Feb. 03 2009,07:07)
![]()
Hey.
I have edited the Evolution Version 3.0 with many many new Vehicles, cargo lifting system and flares for planes. ( More than 20 Vehicles) All with respawn and also the enemy got new.
(I used the 3.0 Version because i often play with my friends and in that Version there are less anti air units and in general the enemy is not so hard but it is no problem to edit the new Version)
SOme Units can be used from the beginning altough i edited the point limit for them. (for examble the Bw Mod) Dont know how to fix it. I also dont know if i can make this map available for download.
Here are some of the units i implemented in my current version
BW MOd, T90, M60, Villas Units, F35, F15, F117, Osprey, Chinook, KA52, Aluette III, Apache, Hind, ***and so on....
here is the link , i found it on googleOriginally Posted by (SnRaCe @ Feb. 03 2009,03:00)
![]()
http://hx3.de/mp-missions-151/co-18-...tion-v4-15618/
so someone knows how to edit the crates and the recruiting soldiers ?
Hi there,Originally Posted by (Boshart @ Feb. 03 2009,17:20)
I think you can edit crates in "EventsC" and recruting in "recruit". This was the case in normal evo.
Good luck.
the only thing i see is "EVO_AmmoBox ="
Originally Posted by [b
From EventsC.sqf (from the file you linked)
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">EVO_AmmoBox =
{
_vec = _this select 0;
//_rank = _this select 1;
_rank = 6;
clearWeaponCargo _vec;
clearMagazineCargo _vec;
switch (_rank) do //heavy wep
{
case 0:
{
_vec addWeaponCargo ["M136",10];
};
case 1:
{
_vec addWeaponCargo ["M136",10];
_vec addMagazineCargo ["pipebomb",10];
_vec addMagazineCargo ["mine",10];
};
case 2:
{
_vec addWeaponCargo ["M136",10];
_vec addMagazineCargo ["pipebomb",10];
_vec addMagazineCargo ["mine",10];
};
case 3:
{
_vec addWeaponCargo ["M136",10];
_vec addWeaponCargo ["Stinger",10];
_vec addMagazineCargo ["pipebomb",10];
_vec addMagazineCargo ["mine",10];
};
case 4:
{
_vec addWeaponCargo ["M136",10];
_vec addWeaponCargo ["Stinger",10];
_vec addMagazineCargo ["pipebomb",10];
_vec addMagazineCargo ["mine",10];
};
case 5:
{
_vec addWeaponCargo ["M136",10];
_vec addWeaponCargo ["Stinger",10];
_vec addMagazineCargo ["pipebomb",10];
_vec addMagazineCargo ["mine",10];
};
case 6:
{
_vec addWeaponCargo ["M136",1];
_vec addWeaponCargo ["Stinger",1];
_vec addWeaponCargo ["JAVELIN",1];
_vec addMagazineCargo ["pipebomb",1];
_vec addMagazineCargo ["mine",1];
};
};
switch (_rank) do //rifles
{
case 0:
{
_vec AddWeaponCargo ["MP5A5", 10];
_vec AddWeaponCargo ["M16A2", 10];
_vec AddWeaponCargo ["M16A4", 10];
_vec AddWeaponCargo ["M9", 10];
};
case 1:
{
_vec AddWeaponCargo ["MP5A5", 10];
_vec AddWeaponCargo ["M16A2", 10];
_vec AddWeaponCargo ["M16A2GL", 10];
_vec AddWeaponCargo ["M16A4", 10];
_vec AddWeaponCargo ["M16A4_ACG", 10];
_vec AddWeaponCargo ["M4", 10];
_vec AddWeaponCargo ["M240", 10];
_vec AddWeaponCargo ["M9", 10];
};
case 2:
{
_vec AddWeaponCargo ["MP5A5", 10];
_vec AddWeaponCargo ["M16A2", 10];
_vec AddWeaponCargo ["M16A2GL", 10];
_vec AddWeaponCargo ["M16A4", 10];
_vec AddWeaponCargo ["M16A4_ACG", 10];
_vec AddWeaponCargo ["M16A4_ACG_GL", 10];
_vec AddWeaponCargo ["M4", 10];
_vec AddWeaponCargo ["M4AIM", 10];
_vec AddWeaponCargo ["M4A1", 10];
_vec AddWeaponCargo ["M240", 10];
_vec AddWeaponCargo ["M24", 10];
_vec AddWeaponCargo ["M9", 10];
};
case 3:
{
_vec AddWeaponCargo ["MP5A5", 10];
_vec AddWeaponCargo ["MP5SD", 10];
_vec AddWeaponCargo ["M16A2", 10];
_vec AddWeaponCargo ["M16A2GL", 10];
_vec AddWeaponCargo ["M16A4", 10];
_vec AddWeaponCargo ["M16A4_ACG", 10];
_vec AddWeaponCargo ["M16A4_ACG_GL", 10];
_vec AddWeaponCargo ["M4", 10];
_vec AddWeaponCargo ["M4GL", 10];
_vec AddWeaponCargo ["M4AIM", 10];
_vec AddWeaponCargo ["M4A1", 10];
_vec AddWeaponCargo ["M4A1GL", 10];
_vec AddWeaponCargo ["M240", 10];
_vec AddWeaponCargo ["M249", 10];
_vec AddWeaponCargo ["M24", 10];
_vec AddWeaponCargo ["M9", 10];
_vec AddWeaponCargo ["M9SD", 10];
};
case 4:
{
_vec AddWeaponCargo ["MP5A5", 10];
_vec AddWeaponCargo ["MP5SD", 10];
_vec AddWeaponCargo ["M16A2", 10];
_vec AddWeaponCargo ["M16A2GL", 10];
_vec AddWeaponCargo ["M16A4", 10];
_vec AddWeaponCargo ["M16A4_ACG", 10];
_vec AddWeaponCargo ["M16A4_ACG_GL", 10];
_vec AddWeaponCargo ["M4", 10];
_vec AddWeaponCargo ["M4GL", 10];
_vec AddWeaponCargo ["M4AIM", 10];
_vec AddWeaponCargo ["M4A1", 10];
_vec AddWeaponCargo ["M4A1GL", 10];
_vec AddWeaponCargo ["M4A1SD", 10];
_vec AddWeaponCargo ["M240", 10];
_vec AddWeaponCargo ["M249", 10];
_vec AddWeaponCargo ["M24", 10];
_vec AddWeaponCargo ["M4SPR", 10];
_vec AddWeaponCargo ["M9", 10];
_vec AddWeaponCargo ["M9SD", 10];
};
case 5:
{
_vec AddWeaponCargo ["MP5A5", 10];
_vec AddWeaponCargo ["MP5SD", 10];
_vec AddWeaponCargo ["M16A2", 10];
_vec AddWeaponCargo ["M16A2GL", 10];
_vec AddWeaponCargo ["M16A4", 10];
_vec AddWeaponCargo ["M16A4_ACG", 10];
_vec AddWeaponCargo ["M16A4_ACG_GL", 10];
_vec AddWeaponCargo ["M4", 10];
_vec AddWeaponCargo ["M4GL", 10];
_vec AddWeaponCargo ["M4AIM", 10];
_vec AddWeaponCargo ["M4A1", 10];
_vec AddWeaponCargo ["M4A1GL", 10];
_vec AddWeaponCargo ["M4A1SD", 10];
_vec AddWeaponCargo ["G36K", 10];
_vec AddWeaponCargo ["G36C", 10];
_vec AddWeaponCargo ["G36A", 10];
_vec AddWeaponCargo ["M240", 10];
_vec AddWeaponCargo ["M249", 10];
_vec AddWeaponCargo ["M24", 10];
_vec AddWeaponCargo ["M4SPR", 10];
_vec AddWeaponCargo ["M9", 10];
_vec AddWeaponCargo ["M9SD", 10];
};
case 6:
{
_vec addweaponcargo ["M136",9];
_vec addweaponcargo ["RPG7V",10];
_vec addweaponcargo ["Stinger",9];
_vec addweaponcargo ["JAVELIN",9];
_vec AddWeaponCargo ["MP5SD", 10];
_vec AddWeaponCargo ["M16A4_ACG_GL", 10];
_vec addweaponcargo ["AKs74PSO",10];
_vec addweaponcargo ["AK74GL",10];
_vec addweaponcargo ["AKS74U",10];
_vec AddWeaponCargo ["M4A1GL", 10];
_vec AddWeaponCargo ["M4A1SD", 10];
_vec AddWeaponCargo ["G36C", 10];
_vec AddWeaponCargo ["G36A", 10];
_vec AddWeaponCargo ["M240", 10];
_vec AddWeaponCargo ["M249", 10];
_vec addweaponcargo ["PK",10];
_vec AddWeaponCargo ["M24", 10];
_vec addweaponcargo ["SVD",10];
_vec AddWeaponCargo ["M4SPR", 10];
_vec AddWeaponCargo ["M107", 10];
_vec AddWeaponCargo ["M9", 10];
_vec AddWeaponCargo ["M9SD", 10];
_vec addweaponcargo ["Makarov",10];
_vec addweaponcargo ["MakarovSD",10];
_vec addweaponcargo ["Laserdesignator",10];
_vec addweaponcargo ["Binocular",10];
_vec addweaponcargo ["NVGoggles",10];
};
};
//ammo
};
[/QUOTE]
Add in the weapons for each rank. To "unrank" the wweapons, put everything into case 0 (for both heavy weapons and rifles).