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Thread: Evolution Blue V3 MHQ

  1. #11
    Quote Originally Posted by (Peregrine @ Oct. 29 2008,08:03)
    AceRmr, if you dont mind I have another MHQ question for this topic. ***

    Here's the question though. ***Ive spent I think two days now comparing two versions of Evolution together. ***Evo v3 MHQ and Evo Uhao. ***Ive been trying to figure out how the V3 MHQ has the MHQ in there and what scrips/steps I need to add the MHQ to Evolution Uhao.

    For right now I am using something temporary. ***I have the parachute anywhere by going to the flag poll script running that I transferred from a domination map to Evolution This is only temporary until I get the MHQ working.

    Anyways I know there are two question above me, but thanks for any help I can get.
    I have fully implemented the MHQ script in my Evolution Uhao! mission here, including a few improvements:

    1. appropriate text
    2. resized dialog/buttons
    3. ambulance button no longer flashing
    4. dialog only appears when ambulance away from base

  2. #12
    I play this mission as solo co-op a lot and had a question about towing the MHQ via Blackhawk. When I hover over the M113 (MHQ), I get the following error.

    That leads me to believe that towing the MHQ is available but might be broken...or...maybe I'm doing something wrong...or missing an addon?

    I've made some simple edits to make this mission easier to play alone. It would be a huge help if I could tow the MHQ around like in Domination. Is this possible?

  3. #13
    CWR² Developer Bushlurker's Avatar
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    I've been looking for a version of Evo Blue 3 MHQ Unranked with working airlift for ages too!

    Please post a link if you find one!



    Thanks... *** *** ***



    B





  4. #14
    To answer you questions about the OPFOR air units, they spawn at random locations on the outer edges of the map and they fly from town to town. When a town has been cleared than the OPFOR air units will not fly to that town anymore. If you have edited the Evolution missions before, you will see around the outer edges of the map game logics with names (default they are ka1 - ka4).

    The script that starts the air units in the missions are as follows:
    ...\scripts\sinit.sqf - Executes the following scripts to create the air units
    ...\scripts\makeka.sqf - Creates the Kamov
    ...\scripts\makesu.sqf - Creates the SU 34
    ...\scripts\makesuB.sqf - Creates the SU 34B

    Just simply edit these set of scripts to get the desired effect you would like.

  5. #15
    Bushlurker, I was able to get the airlift script working. Unfortunately, I wasn't able to "fix" the error. After reviewing the code for a while, I simply removed the line that was erroring out. I wasn't sure what condition the scripter was trying to prevent but I thought it might work without it and it seems to be. I understand the syntax but not the overall "intention".

    This IF clause I removed from winch.sqf is this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if&#40;&#40;_nObject &#33;= _cargo&#41; && &#40;_actionadded == 1&#41;&#41; then{
    _uh60 removeAction actioncargo;
    _actionadded = 0;
    };[/QUOTE]

    I have only airlifted the MHQ (M113) with a Blackhawk and that is all. That&#39;s all I need. I don&#39;t know if problems would be encountered in other airlift scenarios or if the removal of that line could cause other problems. Of course, if someone could offer a real fix, that&#39;d be great.




  6. #16
    CWR² Developer Bushlurker's Avatar
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    Hi all&#33;

    Well, after a wee struggle and a long stand in the dumbass corner I successfully applied DesertJedi&#39;s fix to winch.sqf and it works nicely - also tested on humvee - also works, and presumably it&#39;ll work for all vehicles designated "LandVehicles" in the mission...

    Great stuff&#33;&#33; Airliftable MHQ&#39;s at last&#33;&#33;&#33; Sorted&#33;&#33;&#33;&#33;&#33;

    ***


    Thanks DJ&#33;




    Bushlurker

  7. #17
    Quote Originally Posted by [b
    Quote[/b] ]I was able to get the airlift script working
    Well it seems not all is working well. After playing Evo a bit with an airliftable MHQ, I&#39;ve run into some problems.

    If the MHQ (ambulance) is destroyed or if you move too far away from it (abandonment), it will respawn back at the Airbase but you end up with two MHQs - when there really should only be one.

    If you then airlift one of the two MHQs somewhere and you then die, you end up respawning in the MHQ back at the airbase most times - not the one you airlifted.

    I&#39;m presuming that this version of Evo is simply meant to have one MHQ and once you have two, you&#39;re screwed.

    I doubt this problem has any effect on non-MHQ cargo.

  8. #18
    CWR² Developer Bushlurker's Avatar
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    I&#39;ve had the exact same MHQ problem, but - I had the same problem several times in this version of Evo anyway - I don&#39;t think its anything to do with either the cargo system or DesertJedi&#39;s script alterations... it was happening occasionally anyway... Subsequently, you will respawn to either MHQ - seemingly at random ... the only solution I&#39;ve found is to have both MHQ&#39;s down near the "front" - a pain in the ass - though I have had some limited success in offloading driving duties to AI for long range trips...

    Its nothing to do with airlifting the MHQ though I don&#39;t think - some sort of glitch in the respawn routines I guess - as if, once the MHQ is damaged beyond a certain point a new one is created, but then the old one is respawned as well.....

    Ah well.....

  9. #19
    Sergeant NutzMcKracken's Avatar
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    Whats even better is to implement the Mando lift script into the mission. Trust me works alot better&#33;
    Every great and deep difficulty bears in itself its own solution. It forces us to change our thinking in order to find it.
    - Niels Bohr

    Keeping it real with true american gaming

  10. #20
    CWR² Developer Bushlurker's Avatar
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    any chance you could briefly describe how to implement Mando? I've had a brief go, but no success so far - possibly due to"smokingalot" while attempting it....





    Bushlurker


    **edit** ignore that request.... attempted it once more in Focused Mode and got mando working nicely! A BIG improvement!
    Last edited by Bushlurker; Apr 12 2009 at 00:37. Reason: updated

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