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Thread: Warfare Cooperative (WACO) v1.1.1

  1. #21
    I was trying to figure out where the capture list is located (or named)... I like how you had the Units come out and get inside the M113s by themselves! How did you do that?

  2. #22
    Actually, the original Warfare already had that functionality (it was already in the original MFCTI and/or ZCTI). It was just a matter of allowing teams that had both infantry and vehicles.

    Doomguy

  3. #23
    If I'm right it would go something like this:

    _n = _n + ["M113"]
    _d = _d + ["M113"]
    _u = ["M113"]
    _u = _u + [WSOLDIER]
    _u = _u + [WSOLDIER]
    _u = _u + [WSOLDIER]
    _u = _u + [WSOLDIER]
    _u = _u + [WSOLDIER]
    _u = _u + [WSOLDIER]
    _u = _u + [WSOLDIER]
    _u = _u + [WSOLDIER]

  4. #24
    That's one part of it. You also need to add the team to the correct type lists, like so:

    WestInfantryTeamTypes = WestInfantryTeamTypes + [WESTAIM113TEAMTYPE]
    WestLightTeamTypes = WestLightTeamTypes + [WESTAIM113TEAMTYPE]

    Now both infantry and light vehicles will be purchased. The file Common/Config/Config_AITeams.sqs in WACO has a couple of examples of such teams, e.g. the M113, BRDM2, BTR-80, BMP2 teams.

  5. #25
    Ok! Thank you I looked over this when I tested this a while back..
    Yo your mod is mad fun with the addons!

    Yeah that really makes sense now that I think about it... I have to look over these scripts carefully, thanks!

    I actually thought this determind how Units were predefind in vehicles:
    _m = _m + [200 + (westBarracksCosts Select WSOLDIERTYPE) * 2]

    I thought that Multiplied the amount... It probably does.




  6. #26

    Smile

    Quote Originally Posted by (Computica @ Sep. 19 2008,11:55)
    Ok! Thank you I looked over this when I tested this a while back..
    Yo your mod is mad fun with the addons!

    Yeah that really makes sense now that I think about it... I have to look over these scripts carefully, thanks!

    I actually thought this determind how Units were predefind in vehicles:
    _m = _m + [200 + (westBarracksCosts Select WSOLDIERTYPE) * 2]

    I thought that Multiplied the amount... It probably does.
    That multiplies the cost if I'm not mistaken. But doomguy knows a lot more about the code than I do. Warfare in coop with this mod is indeed "mad fun". We play it with a few extra modifications (a combination of mods from sixth, ecs, slx and a few others) for an even tougher experience.

  7. #27
    Yeah I found out this script multiplies it...

    ;Used to calculate amount of units needed to buy vehicle.
    westOneManLightVehicles = []
    for [{_count = Count _u - 1},{_count >= 0},{_count = _count - 1}] do {if (_o Select _count) then {westOneManLightVehicles = westOneManLightVehicles + [_count]};}

  8. #28
    That code only adds the cost for the crew members of the vehicle. It does not determine how many crew members the vehicle will actually have, because that is done by the Server_BuyUnit script, and cannot be changed easily.

    Edit: for some really mad fun, try the testing mode option. Practically infinite funds for both sides




  9. #29
    Oh okay! I see why they left the Airport_Config.sqs Su-34B like it was:
    ;EAST
    _u = ["SU34"]
    _d = [Localize "STR_DN_SU34"]
    _c = [7000]
    _m = [7000 + (westBarracksCosts Select WPILOTTYPE)]
    _o = [true]
    _t = [50]
    _p = [50]
    _i = ["\ca\air3\SU34\data\UI\Pic ture_su34_CA.paa"]

    for [{_count = Count _u - 1},{_count >= 0},{_count = _count - 1}] do {Call Compile Format["%1TYPE = %2",_u Select _count,_count];}

  10. #30
    Gunnery Sergeant
    Join Date
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    Location
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    Quote Originally Posted by (sparks50 @ Sep. 18 2008,01:54)
    Rick: No pain no gain

    Seems like a good Warfare for singleplayer
    ok ok point taken, was only thinking of all the addons to download for a multi player game but can see it being good as single player..

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