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Thread: Evolution (Red+Blue)

  1. #401
    Master Sergeant SnR's Avatar
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    May 17 2007
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    South Australia
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    779
    Dont stop there add in ACE Vehicles and other Islands

  2. #402
    Sergeant Major ])rStrangelove's Avatar
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    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:

  3. #403
    Quote Originally Posted by (
    )rStrangelove @ Feb. 02 2009,12:41)]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 ***
    I totally agree.


    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.
    Dco 1-502INF 101st Airborne (RET)

    http://pracs.rkslstudios.info/

  4. #404
    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?




  5. #405
    Master Sergeant SnR's Avatar
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    Quote Originally Posted by (Boshart @ Feb. 03 2009,07:07)
    there is an A.C.E evolution 4.2
    Link Please ***

  6. #406
    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....




  7. #407
    Quote Originally Posted by (SnRaCe @ Feb. 03 2009,03:00)
    Quote Originally Posted by (Boshart @ Feb. 03 2009,07:07)
    there is an A.C.E evolution 4.2
    Link Please ***
    here is the link , i found it on google

    http://hx3.de/mp-missions-151/co-18-...tion-v4-15618/

    so someone knows how to edit the crates and the recruiting soldiers ?

  8. #408
    Quote Originally Posted by (Boshart @ Feb. 03 2009,17:20)
    Quote Originally Posted by (SnRaCe @ Feb. 03 2009,03:00)
    Quote Originally Posted by (Boshart @ Feb. 03 2009,07:07)
    there is an A.C.E evolution 4.2
    Link Please ***
    here is the link , i found it on google ***

    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,

    I think you can edit crates in "EventsC" and recruting in "recruit". This was the case in normal evo.

    Good luck.

  9. #409
    the only thing i see is "EVO_AmmoBox ="

    Quote Originally Posted by [b
    Quote[/b] ]EVO_ResetClick =
    {
    onMapSingleClick "
    if (_alt and debug) then {vehicle player setpos _pos;{vehicle _x setpos _pos} forEach _units};
    if ((local player) and player == leader player and _shift and onmission) then {hint localize ""EVO_004""};
    if ((local player) and player == leader player and _shift and not onmission) then
    {
    deleteWaypoint [group player, 1];
    deleteVehicle wbase;
    _wp1 = group player addWaypoint [position mresc, 0];
    [group player, 1] showWaypoint ""NEVER"";
    [group player, 1] setWaypointStatements [""never"",""never""];
    [group player, 1] setWaypointDescription ""MOVE"";
    wbase = ""HeliHEmpty"" createVehicleLocal _pos;
    [group player, 1] setWaypointPosition [position wbase, 0];
    group player setCurrentWaypoint [group player, 1];
    hint localize ""EVO_005"";
    };
    if ((local player) and player == leader player and _alt and not onmission) then
    {
    deleteWaypoint [group player, 1];
    hint ""Squad waypoint cleared"";
    }
    ";
    };

    EVO_AmmoBox =
    {



    };

    EVO_DropBox =
    {


    };

    EVO_Boarding =
    {
    _unit = _this select 0;
    _position = _this select 1;

    if((_unit in list AirportIn) and _position == "cargo") then
    {
    _getout = _unit addEventHandler ["GetOut",
    {
    if((_this select 1) != "Driver") then
    { if ((_this select 0) distance mresc > 500) then
    {
    driver (_this select 0) addscore 1;
    };
    if ((_this select 0) distance mresc > 5000) then
    {
    driver (_this select 0) addscore 1;
    };
    }
    }];
    if(_getout > 0) then
    {
    _unit removeEventHandler ["GetOut", _getout];
    };
    };
    if(_unit distance mresc > 500 and _position == "Cargo") then
    {
    _unit removeEventHandler ["GetOut", 0];
    };
    };

    EVO_Cscore =
    {
    _temp = compile scores_packed;
    _scores = call _temp;
    //_scores = ["KilJoy",400];
    _max = count _scores;
    _i = 0;
    //titleText [format ["debug: scores = %1",_scores],"plain down"];
    while {_i < _max} do
    { _unit = _scores select _i;

    if (_unit == name player) then
    {
    //titleText [format ["match: %1 %2",_unit,name player],"plain down"];
    player addScore (_scores select (_i+1));
    };
    _i = _i + 2;
    };
    };

    EVO_Mrew =
    {
    _unit = player;
    if (player isKindOf "ACE_USMCHM1") then //only leader medics
    {
    if (score _unit < rank1) exitWith
    {
    player addscore 8;
    titleText ["8 medic points awarded", "PLAIN DOWN"];
    };
    if (score _unit < rank2) exitWith
    {
    player addscore 10;
    titleText ["10 medic points awarded", "PLAIN DOWN"];
    };
    if (score _unit < rank3) exitWith
    {
    player addscore 12;
    titleText ["12 medic points awarded", "PLAIN DOWN"];
    };
    if (score _unit < rank4) exitWith
    {
    player addscore 14;
    titleText ["14 medic points awarded", "PLAIN DOWN"];
    };
    if (score _unit < rank5) exitWith
    {
    player addscore 16;
    titleText ["16 medic points awarded", "PLAIN DOWN"];
    };
    if (score _unit < rank6) exitWith
    {
    player addscore 18;
    titleText ["18 medic points awarded", "PLAIN DOWN"];
    };
    if (score _unit >= rank6) exitWith
    {
    player addscore 20;
    titleText ["20 medic points awarded", "PLAIN DOWN"];
    };
    };
    };

    EVO_Erew =
    {
    _unit = player;
    //hint "running erew";
    if (player isKindOf "ACE_USMCFR0321H") then //only leader eng
    {
    if (score _unit < rank1) exitWith
    {
    player addscore 2;
    titleText ["2 repair points awarded", "PLAIN DOWN"];
    };
    if (score _unit < rank2) exitWith
    {
    player addscore 4;
    titleText ["4 repair points awarded", "PLAIN DOWN"];
    };
    if (score _unit < rank3) exitWith
    {
    player addscore 6;
    titleText ["6 repair points awarded", "PLAIN DOWN"];
    };
    if (score _unit < rank4) exitWith
    {
    player addscore 8;
    titleText ["8 repair points awarded", "PLAIN DOWN"];
    };
    if (score _unit < rank5) exitWith
    {
    player addscore 10;
    titleText ["10 repair points awarded", "PLAIN DOWN"];
    };
    if (score _unit < rank6) exitWith
    {
    player addscore 12;
    titleText ["12 repair points awarded", "PLAIN DOWN"];
    };
    if (score _unit >= rank6) exitWith
    {
    player addscore 14;
    titleText ["14 repair points awarded", "PLAIN DOWN"];
    };
    };
    };

  10. #410
    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 &#40;_rank&#41; do //heavy wep
    {
    case 0&#58;
    {
    _vec addWeaponCargo &#91;&#34;M136&#34;,10&#93;;
    };
    case 1&#58;
    {
    _vec addWeaponCargo &#91;&#34;M136&#34;,10&#93;;
    _vec addMagazineCargo &#91;&#34;pipebomb&#34;,10&#93;;
    _vec addMagazineCargo &#91;&#34;mine&#34;,10&#93;;
    };
    case 2&#58;
    {
    _vec addWeaponCargo &#91;&#34;M136&#34;,10&#93;;
    _vec addMagazineCargo &#91;&#34;pipebomb&#34;,10&#93;;
    _vec addMagazineCargo &#91;&#34;mine&#34;,10&#93;;
    };
    case 3&#58;
    {
    _vec addWeaponCargo &#91;&#34;M136&#34;,10&#93;;
    _vec addWeaponCargo &#91;&#34;Stinger&#34;,10&#93;;
    _vec addMagazineCargo &#91;&#34;pipebomb&#34;,10&#93;;
    _vec addMagazineCargo &#91;&#34;mine&#34;,10&#93;;
    };
    case 4&#58;
    {
    _vec addWeaponCargo &#91;&#34;M136&#34;,10&#93;;
    _vec addWeaponCargo &#91;&#34;Stinger&#34;,10&#93;;
    _vec addMagazineCargo &#91;&#34;pipebomb&#34;,10&#93;;
    _vec addMagazineCargo &#91;&#34;mine&#34;,10&#93;;
    };
    case 5&#58;
    {
    _vec addWeaponCargo &#91;&#34;M136&#34;,10&#93;;
    _vec addWeaponCargo &#91;&#34;Stinger&#34;,10&#93;;
    _vec addMagazineCargo &#91;&#34;pipebomb&#34;,10&#93;;
    _vec addMagazineCargo &#91;&#34;mine&#34;,10&#93;;
    };
    case 6&#58;
    {
    _vec addWeaponCargo &#91;&#34;M136&#34;,1&#93;;
    _vec addWeaponCargo &#91;&#34;Stinger&#34;,1&#93;;
    _vec addWeaponCargo &#91;&#34;JAVELIN&#34;,1&#93;;
    _vec addMagazineCargo &#91;&#34;pipebomb&#34;,1&#93;;
    _vec addMagazineCargo &#91;&#34;mine&#34;,1&#93;;
    };
    };
    switch &#40;_rank&#41; do //rifles
    {
    case 0&#58;
    {
    _vec AddWeaponCargo &#91;&#34;MP5A5&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9&#34;, 10&#93;;
    };
    case 1&#58;
    {
    _vec AddWeaponCargo &#91;&#34;MP5A5&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4_ACG&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M240&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9&#34;, 10&#93;;
    };
    case 2&#58;
    {
    _vec AddWeaponCargo &#91;&#34;MP5A5&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4_ACG&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4_ACG_GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4AIM&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M240&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M24&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9&#34;, 10&#93;;
    };
    case 3&#58;
    {
    _vec AddWeaponCargo &#91;&#34;MP5A5&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;MP5SD&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4_ACG&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4_ACG_GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4AIM&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M240&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M249&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M24&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9SD&#34;, 10&#93;;
    };
    case 4&#58;
    {
    _vec AddWeaponCargo &#91;&#34;MP5A5&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;MP5SD&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4_ACG&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4_ACG_GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4AIM&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1SD&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M240&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M249&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M24&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4SPR&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9SD&#34;, 10&#93;;
    };
    case 5&#58;
    {
    _vec AddWeaponCargo &#91;&#34;MP5A5&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;MP5SD&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A2GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4_ACG&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4_ACG_GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4AIM&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1SD&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;G36K&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;G36C&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;G36A&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M240&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M249&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M24&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4SPR&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9SD&#34;, 10&#93;;
    };
    case 6&#58;
    {
    _vec addweaponcargo &#91;&#34;M136&#34;,9&#93;;
    _vec addweaponcargo &#91;&#34;RPG7V&#34;,10&#93;;
    _vec addweaponcargo &#91;&#34;Stinger&#34;,9&#93;;
    _vec addweaponcargo &#91;&#34;JAVELIN&#34;,9&#93;;
    _vec AddWeaponCargo &#91;&#34;MP5SD&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M16A4_ACG_GL&#34;, 10&#93;;
    _vec addweaponcargo &#91;&#34;AKs74PSO&#34;,10&#93;;
    _vec addweaponcargo &#91;&#34;AK74GL&#34;,10&#93;;
    _vec addweaponcargo &#91;&#34;AKS74U&#34;,10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1GL&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4A1SD&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;G36C&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;G36A&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M240&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M249&#34;, 10&#93;;
    _vec addweaponcargo &#91;&#34;PK&#34;,10&#93;;
    _vec AddWeaponCargo &#91;&#34;M24&#34;, 10&#93;;
    _vec addweaponcargo &#91;&#34;SVD&#34;,10&#93;;
    _vec AddWeaponCargo &#91;&#34;M4SPR&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M107&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9&#34;, 10&#93;;
    _vec AddWeaponCargo &#91;&#34;M9SD&#34;, 10&#93;;
    _vec addweaponcargo &#91;&#34;Makarov&#34;,10&#93;;
    _vec addweaponcargo &#91;&#34;MakarovSD&#34;,10&#93;;
    _vec addweaponcargo &#91;&#34;Laserdesignator&#34;,10&#93;;
    _vec addweaponcargo &#91;&#34;Binocular&#34;,10&#93;;
    _vec addweaponcargo &#91;&#34;NVGoggles&#34;,10&#93;;


    };
    };

    //ammo


    };
    [/QUOTE]

    Add in the weapons for each rank. To "unrank" the wweapons, put everything into case 0 (for both heavy weapons and rifles).

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