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luemmel

crCTI without Addons

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I have tested and played the well known crCTI by OGN v2k version for a long time. This version does not require any addons.

The general intention was to create a CTI version for non hardcore players/insiders.

I have worked on balancing, portation to Sahrani Island and implemented the SupportV2 script to enhance the power of the independent RACSs with following features:

If the RACS will be attacked, they can (and will do) randomly following actions:

- call artillery

- call para troops (6 men)

- call air strike with GBUs or AT with heli

- and maybe I cant remember...

This mappack contains West/East coop and PvP modus.

It has been also successfully tested with ECS / SLX modifications.

Download Missionpack

Hopefully you will enjoy it.

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Aweome, here on the gol server we already are enjoying them biggrin_o.gif

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as matt has said we are loving them and you will have feedback from us shortly smile_o.gif

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Oh my........

Seems JIP is working.

Thanks a lot, we will definitely run this for long time. smile_o.gif

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Great, now with all the replacement packs it's the best solution - people may play together with different units (and weapons) they want, having XEH featured minimods enabled etc., while vanilla game users can play too. That's what ArmA is really made for smile_o.gif [in player's point of view wink_o.gif]

GJ, gonna test it ASAP

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readme added with some information how to edit parameters or add/change units.

feedback would be appreciated.

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GREAT addition.

players can test this gameplay mode , addons free. a must. thanks

ps: 2 time less ram hunger too wink_o.gif

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And i bet that if i play as soldier and NOT CO

on WEST...My side looose bigtime...Couse EAST AI

CO is way more agressive...

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Good idea Yannick06

I did the same......put these line's in server\InitPrimaryStructure.sqs

this way no one gets hurt when building

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pos = getpos _object

_object setpos [0,0,0]

? !dev && !((count _this) > 3): _object setDamage 1

~.5

_object setpos _pos

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I'm talking about cannon worth 25000$, where You set salvo weight etc.

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Do anybody know how to use artilerry?

if it doesn't work it's because your PC is laggy, don't try it at the beginning of the mission when everything is still being init. Also don't aim to high I'm crap at maths and even worse at physics.

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some users reportet problems with the mission portation to another island, especially "Schmalfelden". I can confirm this issue but it belongs to the island and not to the mission. I have successfully portet this mission to a lot of different island such as "Yanutha", "AS", "Everon"...

One possibility could be that there is no "water" around the island or there are some issues with the "high" of the island.

Nevertheless, this mission do not use any addons but you can use client-based replacement packs if you would like to try to change your units.

One successfully tested Pack is the great Spanish Army Mod Pack 3

This pack changes a lot of units on both sides, BLUEFOR / OPFOR

No errors with other players or with the server as been detected so far.

Have a try!

Good luck soldiers!

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is it possible to add the good old waypointsystem by mfcti???(opf)

or i need an example for the waypoint system whistle.gif but i think the mfcti waypointsystem is better for newbies(me)

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its quite simple. read the briefing. there you will find a short description how you can set commander or player waypoints.

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ahhh   big thx   thumbs-up.gif     iam soooo blind banghead.gif

thumbs-up.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  thx

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I suffered huge lag while playing as East commander in PvP game on dedicated server... is there any way to avoid such things?

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The only thing what you can do is do reduce the total amount of AI or use a capable PC (quad core with 3 ghz).

I assume that you have played 12vs12 with a 10 men group (total 240 ai units)

Try to play 8on8 with 8 men group (128 ai units).

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So all my fellow troopers AI is calculated locally on my machine? I was playing it on a dedicated server so I'm a bit surprised about that lag... maybe the host machine should take care of the infantry units scripting instead of commander's (I presume it's calculated that way?) it'll also allow the game to run when the commander's machine crashes, however the AI commanding engine should take care of it. I love crCTI for it's oldschoolness, however while it was extending the OFP AI's capabilities, currently dumbs the whole thing down. I think that it needs to get simplified - crCTI forces AI group leaders to swim across the rivers instead of using bridges. Too much, too dumb, too powerful. Maybe I'll try to do something about it and check my thoughts out smile_o.gif

EDIT: Looks like isServer checking in init script is disabled... the rest makes me fear of getting game developer or programming jobs...  crazy_o.gif

BTW AFAIK in ArmA there's no problem of having 2 or 4 cores but of it's each core's speed and calculating possibilities. smile_o.gif

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Excellent! This seems to be a perfect occupation until MFCTI!

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Updated the CRCTI Free of Addons version at the OGN forums.

Used Warfare builds,statics and markers and fixed a few issues.

@zGuba: I disabled (isServer = if (local LocalServerObject)) because it is a ArmA scripting command and should not be used as a global variable.

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Updated the CRCTI Free of Addons version at the OGN forums.

Used Warfare builds,statics and markers and fixed a few issues.

Nice thing! thumbs-up.gif

The only thing i don't like that much are the workers. Looks a bit strange if you use a ghillie-replacement. biggrin_o.gif

I think Civs would do the job, too (like in OFP).

Anyway, great map!

Thx a lot & keep it up!

MfG Medicus

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