CRCError1970

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About CRCError1970

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  1. Hey, for what it's worth, I just tried a map with the drn_Escape_ExtracionBoatSpawnPosX markers removed and the extract sequence did not fire.
  2. Well, I *had* made a scenario with the "Malden Defense Force 2035" available on the Steam Workshop, but something with how the author made the faction is incompatible with co10 Escape. The units spawn without any equipment in their uniforms and vests. I'm pretty sure it's something wrong with the MDF addon that can't be fixed within Escape. When I used the Eden to make custom loadouts for the MDF units, no matter what they spawned in game with their default gear. EDIT: It turns out that the MDF 2035 author used the "ALiVE Order of Battle Creator" tool to make the new faction. Units made with this tool are incompatible with both the Eden Loadout Editor and scripts that modify loadouts when they are spawned.
  3. I just now downloaded the 1.8.1 hotfix version and had an observation and a few questions. First, the questions... So I understand - The number of extraction points possible is now globally greater than 8 now? Is 20 a new hardcoded limit or can there be more? Also an observation: On the vanilla Malden 2035 map, there are 4 extraction markers for "drn_Escape_ExtracionBoatSpawnPos19" and none for "drn_Escape_ExtracionBoatSpawnPos20". I think that the markers for 20 may have been inadvertently named "drn_Escape_ExtractionPos19_2" and "drn_Escape_ExtractionPos19_3" instead of "drn_Escape_ExtractionPos20" and "drn_Escape_ExtractionPos20_1" respectively.
  4. OH! MY! GOD! THANK YOU! No, really, the whole idea of the throttle not being one continuous axis was driving me nuts. I've been playing Elite: Dangerous for some time and the "Spaceship Controls" ruined me for real life controls. Thanks to you I now understand that Throttle ≠ Collective.
  5. I'm sure I've seen this somewhere but I've searched with no results... What does the array do in the init field of the flagpoles? I.E. towns=towns+[[this,"Pyrgos",400,2,10,2]];
  6. No, just CUP and ShackTac. I'm not sure exactly what they ended up being, I didn't get close enough to find out. :) Sure, I can send you the SQM when it's "ready". It's not quite to my liking yet, finding suitable start spots for the sides is proving tough with this one. Town balance is a bit wonky, too. The inland river has a lot more villages/building clusters on the west side.
  7. Hey, did you add a new behavior regarding the AI placing explosives on the map? I just made Nogova into a crCTI map and today while playing I saw at least 2 explosives icons that neither me or my brother had placed.
  8. The only old school map I've worked on is Nogova. I'm only planning on doing CUP versions at first. I really like the European landscape vibe that it has.and it is pretty friendly to your GPU. There's enough terrain detail to keep it interesting and the cities are dense enough for urban shenanigans. The road network is decently optimized for AI traffic, too. CUP Sahrani's roads, while better than the original Arma imports, still drive me nuts when I see AI driving. I plan on eventually turning my attention to Malden, Everon, and Kolgujev. The ACR's Bystrica might be interesting since it's kind of a "Cherno Lite" and may be good for a shorter game. Bukovina would just be Porto style sadism... Although the lack of patrol boats might give you an advantage. :)
  9. Hey, my brother and I are loving trying to two-man these missions lately. I am kind of the resident mission editor/porter in the squad and I'm fixing to try to port the mission to the other CUP Terrains for some more variety/sadism... I noted that earlier in the thread you said that the mission (obviously) wasn't created with Eden in mind... In my experience, porting a mission from the 2D format to the 3D format doesn't really break stuff until you try to define game play rules from within the editor. It seems like most missions are scripted to rely on description.ext to do a lot of the heavy lifting for mission init, and Eden has the option to move some of those functions to the mission.sqm. Stuff like game type, player slots, respawn rules and garbage collection. That being said, I'm not an expert on the under the hood stuff that missions do to initialize things... I'm just curious if you have tried converting the mission from 2D to Eden and had any luck? In any case I'm gonna give a try and if I have any luck with it I'll make my ports available to you guys. EDIT: I'm not against using the 2D editor to do it... I've just really become a lot more proficient using Eden these days.
  10. So, this is strange thing I've never encountered on a local server... Playing a map (DUWS) that often spawns vehicles that I cannot operate. When I get to an enemy site, the vehicles that are there are quite often non-functional. I've tried running the map without any mods loaded and it still happens. For example, the Vehicle Refit Station site spawns 3 vehicles. An unarmed Ifrit, and two Zamak transports, one covered, the other not covered. Most of the time the uncovered Zamak and Ifrit work fine, but the covered one will not work. The Camp Site spawns a Quad Bike and an Armed Offroad. The Offroad virtually never works, but the Quad seems to have a 50/50 chance. For the extra weirdness, when I'm playing the mission co-op with my brother, he can always operate the vehicles. I find that extra odd since I'm hosting the game and he isn't. One side note... when my brother is driving a "broken" vehicle, the vehicle is silent. No engine noises at all. I looked at the script that spawns the vehicles and I'm not seeing any reason why they don't work, however I wonder if somehow they are spawning with a minuscule amount of terrain collision. I still don't understand why a client would be able to move the vehicles and I cannot even if collision was the cause. _vehicle_39 = objNull; if (true) then { _this = createVehicle ["O_Quadbike_01_F", [1818.0513, 5627.2832, 0.11207256], [], 0, "CAN_COLLIDE"]; _vehicle_39 = _this; _this setDir 211.33353; _this setPos [(1818.0513)-_centerX+_centerSpawnX, (5627.2832)-_centerY+_centerSpawnY, 0.11207256]; };
  11. I've been playing the workshop version of this without any major issues. My only problem I've encountered is when I get to an enemy site, the vehicles that are there are quite often non-functional. I've tried running the map without any mods loaded and it still happens. For example, the Vehicle Refit Station site spawns 3 vehicles. An unarmed Ifrit, and two Zamak transports, one covered, the other not covered. Most of the time the uncovered Zamak and Ifrit work fine, but the covered one will not work. The Camp Site spawns a Quad Bike and an Armed Offroad. The Offroad virtually never works, but the Quad seems to have a 50/50 chance. For the extra weirdness, when I'm playing the mission co-op with my brother, he can always operate the vehicles. I find that extra odd since I'm hosting the game and he isn't. One side note... when my brother is driving a "broken" vehicle, the vehicle is silent. No engine noises at all. I looked at the script that spawns the vehicles and I'm not seeing any reason why they don't work, however I wonder if somehow they are spawning with a minuscule amount of terrain collision. I still don't understand why a client would be able to move the vehicles and I cannot even if collision was the cause.
  12. Thanks very much for the help. Looking at your solution... I'm kinda surprised I didn't figure that out myself seeing as the Field Hospital is a support structure and has a similar script attached to it. As far as renaming the mission... I do that when I edit things, but I do not distribute any missions based on other people's work without first asking permission. Even if the authors say it's ok, I still ask. I only edit them for myself and close friends for use on a private server. :)
  13. Hey man, I've made some changes of my own to the InitStructureTypes.sqf mainly because I use the CUP addons: //structDefs defines all buildable structures alignDefs = []; adCenter = 0; adWidth = 1; alignTypes = []; structsFloat = []; structDefs = []; sdName = 0; sdCost = 1; sdSides = 2; sdOnlyCO = 3; sdOnlyMHQ = 4; sdLimit = 5; sdMaxRadius = 6; sdDist = 7; sdObjectsWest = 8; sdObjectsEast = 9; sdScriptsServer = 10; sdScriptsPlayer = 11; sdType = 12; sdRearmTime = 13; sdBuildCycleTime = 14; sdBuildLimitTime = 15; stNone = -6; // structure types for unbuyable units (don't ask) stPrebuiltBarracks = -5; stPrebuiltLight = -4; stPrebuiltHeavy = -3; stPrebuiltAir = -2; stPrebuiltMarina = -1; // object format: [oName, nRot, aPos, upVec] _type = 0; structDefs set [_type, ["Barracks", 1000, siBoth, true, true, 4, 10, 15, [["USMC_WarfareBBarracks", 0, []]], [["RU_WarfareBBarracks", 0, []]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitBarracks.sqf"],_type,0,5,0]]; stBarracks = _type; _type = _type + 1; structDefs set [_type, ["Light Vehicle Factory", 2000, siBoth, true, true, 4, 10, 20, [["USMC_WarfareBLightFactory", 0, []]], [["RU_WarfareBLightFactory", 0, []]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitLightVehicleFactory.sqf"],_type,0,15,0]]; stLight = _type; _type = _type + 1; structDefs set [_type, ["Heavy Vehicle Factory", 4000, siBoth, true, true, 4, 15, 25, [["USMC_WarfareBHeavyFactory", 0, [1,0,0]]], [["RU_WarfareBHeavyFactory", 0, [1,0,0]]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitHeavyVehicleFactory.sqf"],_type,0,30,0]]; stHeavy = _type; _type = _type + 1; structDefs set [_type, ["Aircraft Factory", 5000, siBoth, true, true, 4, 15, 30, [["USMC_WarfareBAircraftFactory", 0, [0,0,0]]], [["RU_WarfareBAircraftFactory", 0, [0,0,0]]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf","InitAircraftFactory.sqf"], ["InitAircraftFactory.sqf"],_type,0,45,0]]; stAir = _type; _type = _type + 1; structDefs set [_type, ["Comm Center", 1200, siBoth, true, true, 2, 5, 15, [["Land_Communication_F", 270, [],[0,0,1]]], [["Land_Communication_F", 270, [],[0,0,1]]], ["InitPrimaryStructure.sqf", "InitRelay.sqf"], [],_type,0,0,0]]; stComm = _type; _type = _type + 1; _marina = [["Land_Lighthouse_small_F", -90, [0,0,0], [0,0,1]], ["Land_Pier_small_F", 90, [-20,-5,-0.3], [0,0,1]], ["Land_BuoyBig_F", -90, [-75,-5,0]]]; structDefs set [_type, ["Marina", 3000, siBoth, false, false, 3, 20, 20, _marina, _marina, ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitMarina.sqf"],_type,0,30,0] ]; stMarina = _type; _type = _type + 1; structDefs set [_type, ["Lights", 10, siBoth, true, true, 10, 5, 15, [["Land_LampAirport_F", 90, [],[0,0,1]]], [["Land_LampAirport_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _lights = _type; _type = _type + 1; structDefs set [_type, ["Field Hospital", 200, siBoth, false, false, 10, 4, 15, [["CDF_WarfareBFieldhHospital", 180, []]], [["RU_WarfareBFieldhHospital", 180, []]], ["InitSecondaryStructure.sqf"], ["InitHospital.sqf", "AddDeleteAction.sqf"],_type,0,0,0]]; stHospital = _type; _type = _type + 1; structDefs set [_type, ["Medical Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Medevac_F", 0, []]], [["Land_Pod_Heli_Transport_04_medevac_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Ammo Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Ammo_F", 0, []]], [["Land_Pod_Heli_Transport_04_ammo_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Repair Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Repair_F", 0, []]], [["Land_Pod_Heli_Transport_04_repair_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Fuel Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Fuel_F", 0, []]], [["Land_Pod_Heli_Transport_04_fuel_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Radar Station", 1000, siBoth, false, false, 4, 5, 20, [["Land_Radar_Small_F", 90, [],[0,0,1]]], [["Land_Radar_Small_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["InitRadar.sqf", "AddDeleteAction.sqf"],_type,0,0,0]]; stAAradar = _type; _type = _type + 1; structDefs set [_type, ["Long Range Radar Station", 5000, siBoth, false, false, 4, 5, 20, [["Land_Radar_F", 90, [],[0,0,1]]], [["Land_Radar_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["InitRadar.sqf", "AddDeleteAction.sqf"],_type,0,0,0]]; stAAradarLR = _type; _type = _type + 1; if ( AcreAllowed ) then { structDefs set [_type, ["Relay Station", 600, siBoth, false, false, 5, 5, 20, [["Land_TBox_F", 90, [],[0,0,1]],["Land_TTowerSmall_2_F", 90, [],[0,0,1]]], [["Land_TBox_F", 90, [],[0,0,1]],["Land_TTowerSmall_2_F", 90, [],[0,0,1]]], ["InitPrimaryStructure.sqf", "InitRelay.sqf"], [],_type,0,0,0]]; _type = _type + 1; }; _st_mg_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_HMG_01_F") && isClass (configFile >> "cfgVehicles" >> "O_HMG_01_F")) then { structDefs set [_type, ["Mk30 HMG .50", 250, siBoth, false, false, 5, 4, 2.5, [["B_HMG_01_F", 0, []]], [["O_HMG_01_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,15,0,0] ]; structsFloat set [count structsFloat, _type]; _st_mg_pod = _type; _type = _type + 1; }; _st_mg_pod2 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_HMG_01_high_F") && isClass (configFile >> "cfgVehicles" >> "O_HMG_01_high_F")) then { structDefs set [_type, ["Mk30 HMG .50 (raised)", 250, siBoth, false, false, 5, 4, 2.5, [["B_HMG_01_high_F", 0, []]], [["O_HMG_01_high_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,15,0,0] ]; structsFloat set [count structsFloat, _type]; _st_mg_pod2 = _type; _type = _type + 1; }; _st_mg_pod3 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_HMG_01_A_F") && isClass (configFile >> "cfgVehicles" >> "O_HMG_01_A_F")) then { structDefs set [_type, ["Mk30A HMG .50", 250, siBoth, false, false, 5, 4, 2.5, [["B_HMG_01_A_F", 0, []]], [["O_HMG_01_A_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,15,0,0] ]; structsFloat set [count structsFloat, _type]; _st_mg_pod3 = _type; _type = _type + 1; }; _st_gl_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_GMG_01_F") && isClass (configFile >> "cfgVehicles" >> "O_GMG_01_F")) then { structDefs set [_type, ["Mk32 GMG 20mm", 300, siBoth, false, false, 5, 4, 2.5, [["B_GMG_01_F", 0, []]], [["O_GMG_01_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,20,0,0] ]; structsFloat set [count structsFloat, _type]; _st_gl_pod = _type; _type = _type + 1; }; _st_gl_pod2 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_GMG_01_high_F") && isClass (configFile >> "cfgVehicles" >> "O_GMG_01_high_F")) then { structDefs set [_type, ["Mk32 GMG 20mm (raised)", 300, siBoth, false, false, 5, 4, 2.5, [["B_GMG_01_high_F", 0, []]], [["O_GMG_01_high_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,20,0,0] ]; structsFloat set [count structsFloat, _type]; _st_gl_pod2 = _type; _type = _type + 1; }; _st_gl_pod3 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_GMG_01_A_F") && isClass (configFile >> "cfgVehicles" >> "O_GMG_01_A_F")) then { structDefs set [_type, ["Mk32A GMG 20mm", 300, siBoth, false, false, 5, 4, 2.5, [["B_GMG_01_A_F", 0, []]], [["O_GMG_01_A_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,20,0,0] ]; structsFloat set [count structsFloat, _type]; _st_gl_pod3 = _type; _type = _type + 1; }; _st_aa_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_static_AA_F") && isClass (configFile >> "cfgVehicles" >> "O_static_AA_F")) then { structDefs set [_type, ["Static Titan Launcher (AA)", 1000*AntiAirPodFactor, siBoth, false, false, 5, 4, 2.5, [["B_static_AA_F", 0, []]], [["O_static_AA_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,60,0,0] ]; structsFloat set [count structsFloat, _type]; _st_aa_pod = _type; _type = _type + 1; }; _st_at_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_static_AT_F") && isClass (configFile >> "cfgVehicles" >> "O_static_AT_F")) then { structDefs set [_type, ["Static Titan Launcher (AT)", 1500*AntiTankPodFactor, siBoth, false, false, 5, 4, 2.5, [["B_static_AT_F", 0, []]], [["O_static_AT_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,60,0,0] ]; structsFloat set [count structsFloat, _type]; _st_a_pod = _type; _type = _type + 1; }; if ( ArtyAllowed > 0 && isClass (configFile >> "cfgVehicles" >> "B_Mortar_01_F") && isClass (configFile >> "cfgVehicles" >> "O_Mortar_01_F")) then { structDefs set [_type, ["Mk6 Mortar", 5000*ArtyAllowed, siBoth, false, false, 5, 4, 2.5, [["B_Mortar_01_F", 0, []]], [["O_Mortar_01_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,300,0,300] ]; structsFloat set [count structsFloat, _type]; _type = _type + 1; structDefs set [_type, ["M119/D-30", 50000*ArtyAllowed, siBoth, false, false, 5, 4, 2.5, [["CUP_B_M119_US", 0, []]], [["CUP_O_D30_RU", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,300,0,300] ]; structsFloat set [count structsFloat, _type]; _type = _type + 1; }; structDefs set [_type, ["Wall", 150, siBoth, false, false, 50, 2, 10, [["Land_HBarrierBig_F", 0, []]], [["Land_HBarrierBig_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; stWall = _type; _type = _type + 1; structDefs set [_type, ["Heli H", 10, siBoth, false, false, 10, 5, 15, [["Land_HelipadSquare_F", 0, []]], [["Land_HelipadSquare_F", 0, []]], ["InitSecondaryStructure.sqf", "InitHeliH.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _heliH = _type; _type = _type + 1; _heliHL = _heliH; if ( isClass(configFile >> "cfgVehicles" >> "PortableHelipadLight_01_red_F") && isClass(configFile >> "cfgVehicles" >> "Windsock_01_F")) then { structDefs set [_type, ["Heli H (Lights)", 10, siBoth, false, false, 10, 5, 15, [["Land_HelipadSquare_F", 0, []], ["PortableHelipadLight_01_red_F", 0,[-7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[-7,7,0]], ["PortableHelipadLight_01_red_F", 0,[7,7,0]], ["Windsock_01_F", 0,[10,10,0]]], [["Land_HelipadSquare_F", 0, []], ["PortableHelipadLight_01_red_F", 0,[-7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[-7,7,0]], ["PortableHelipadLight_01_red_F", 0,[7,7,0]], ["Windsock_01_F", 0,[10,10,0]]], ["InitSecondaryStructure.sqf", "InitHeliH.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _heliHL = _type; _type = _type + 1; }; structDefs set [_type, ["Razorwire", 20, siBoth, false, false, 10, 5, 15, [["Land_Razorwire_F", 0, []]], [["Land_Razorwire_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Bag Fence", 40, siBoth, false, false, 10, 5, 15, [["Land_BagFence_Long_F", 0, []]], [["Land_BagFence_Long_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Bag Fence (round)", 40, siBoth, false, false, 10, 5, 15, [["Land_BagFence_Round_F", 180, []]], [["Land_BagFence_Round_F", 180, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Small Bag Bunker", 100, siBoth, false, false, 10, 5, 15, [["Land_BagBunker_Small_F", 180, []]], [["Land_BagBunker_Small_F", 180, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Camo Net Large", 20, siBoth, true, false, 10, 0, 15, [["CamoNet_BLUFOR_big_F", 0, []]], [["CamoNet_OPFOR_big_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _camoNetLarge = _type; _type = _type + 1; structDefs set [_type, ["Lights", 10, siBoth, true, true, 10, 5, 15, [["Land_LampAirport_F", 90, [],[0,0,1]]], [["Land_LampAirport_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _lights = _type; _type = _type + 1; structDefs set [_type, ["Live Feed Display", 100, siBoth, false, false, 10, 5, 15, [["Land_Billboard_F", 0, [],[0,0,1]]], [["Land_Billboard_F", 0, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "InitLiveFeed.sqf"],_type,0,0,0]]; _type = _type + 1; _chill = [["Land_CampingTable_F", 0,[0,0,0]], ["Land_Sink_F", 0, [3,4,0]], ["Land_CampingChair_V2_F", 94,[1.5,0,0]], ["Land_CampingChair_V2_F", -93,[-1.5,0,0]], ["Land_CampingChair_V2_F", 2,[0.5,0.75,0]], ["Land_CampingChair_V2_F", -3,[-0.5,0.75,0]], ["Land_CampingChair_V2_F", 182,[0.5,-0.75,0]], ["Land_CampingChair_V2_F", 183,[-0.5,-0.75,0]], ["Land_Camping_Light_F", 0,[0,0,1.0]], ["Land_CampingTable_F", 0,[0,-3,0]], ["Land_CampingChair_V2_F", 94,[1.5,-3,0]], ["Land_CampingChair_V2_F", -93,[-1.5,-3,0]], ["Land_CampingChair_V2_F", 2,[0.5,-3 + 0.75,0]], ["Land_CampingChair_V2_F", -3,[-0.5,-3 + 0.75,0]], ["Land_CampingChair_V2_F", 182,[0.5,-3 -0.75,0]], ["Land_CampingChair_V2_F", 183,[-0.5,- 3-0.75,0]], ["Land_Camping_Light_F", 0,[0,-3,1.0]], ["Fridge_01_closed_F", 0,[1.5,4,0]], ["Fridge_01_closed_F", 0,[0.9,4,0]], ["Land_Portable_generator_F", 0,[0.9,5,0]], ["Land_TablePlastic_01_F", 0,[-2.0,4,0]], ["Land_WaterCooler_01_new_F",0, [-0.0,4,0.0]], ["Land_WaterCooler_01_new_F", 0,[-0.5,4,0.0]], ["Land_FlatTV_01_F", -20,[-2.5,4.2,1.0]], ["Land_Camping_Light_F", 0,[-1.7,4,1.0]], ["Land_Garbage_square5_F",0, [0,0,0.0]], ["Land_WheelieBin_01_F", 0,[-3.7,4,0.0]], ["Land_ClutterCutter_large_F", 0,[-3,-3,0.0]], ["Land_ClutterCutter_large_F", 0,[3,-3,0.0]], ["Land_ClutterCutter_large_F", 0,[-3,3,0.0]], ["Land_ClutterCutter_large_F", 0,[3,3,0.0]], ["Land_ClutterCutter_large_F", 0,[0,0,0.0]], ["Land_FieldToilet_F",180, [-4,6,0.0]], ["Land_Noticeboard_F",0, [-4,-6,0.0]], ["Land_PartyTent_01_F", 0, [0,0,0]] ]; structDefs set [_type, ["Tactical Chillout Zone", 100, siBoth, false, false, 10, 5, 15, _chill, _chill, ["InitSecondaryStructure.sqf", "InitChillout.sqf"], ["InitChillout.sqf","AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structMatrix = [ [], [] ]; structsBuilt = [ [], [] ]; structTimes = [ [], [] ]; _index = 0; _count = count structDefs; for [ {_index=0}, {_index<(count structDefs)}, {_index=_index+1}] do { (structMatrix select siWest) set [_index, []]; (structMatrix select siEast) set [_index, []]; (structsBuilt select siWest) set [_index, 0]; (structsBuilt select siEast) set [_index, 0]; (structTimes select siWest) set [_index, 0]; (structTimes select siEast) set [_index, 0]; }; structsRespawn = [stComm, stBarracks, stLight, stHeavy, stAir, stMarina]; structsCritical = [stBarracks, stLight, stHeavy, stComm, stAir]; structsFactory = [stBarracks, stLight, stHeavy, stAir, stMarina]; structsAcronyms = []; structsAcronyms set [stComm, "CC"]; structsAcronyms set [stBarracks, "B"]; structsAcronyms set [stLight, "LF"]; structsAcronyms set [stHeavy, "HF"]; structsAcronyms set [stAir, "AF"]; structsAcronyms set [stMarina, "MA"]; structsMarkers = ["mil_dot", "mil_warning"]; // do server stuff only if ( isServer) then { // BASE TEMPLATES // format [type, timeBuild, posRelMhq, dirBuilder] // dirBuilder is the direction the builder faces when building the structure // use negative timeBuild values to let AI comm decide by current income/money // e.g. -2 = build if income/totalmoney twice the average price of units/vehicles in factory bdType = 0; bdTime = 1; bdPos = 2; bdDir = 3; bdFindEmpty = 4; bdNightOnly = 5; baseDefs = []; _base = []; _prims = []; _prims set [count _prims, [stBarracks, 0, [-50, 0], 90, true, false]]; _prims set [count _prims, [stComm, 0, [0, 25], 90, true, false]]; _prims set [count _prims, [stLight, 0, [50, 0], 270, true, false]]; _prims set [count _prims, [stHeavy, -1.0, [50, -50], 0, true, false]]; _prims set [count _prims, [stAir, -1.0, [0, 50], 0, true, false]]; _prims set [count _prims, [stHospital, -1.0, [0, -40], 180, true, false]]; _prims set [count _prims, [stHeavy, -3.0, [-50, -50], 0, true, false]]; _base set [0, _prims]; _secs = []; _secs set [count _secs, [_camoNetLarge, 0, [0, 0], 90, false, false]]; _secs set [count _secs, [_lights, 1*60, [-30, -30], 45, false, true]]; _secs set [count _secs, [_lights, 1*60, [30, -30], 315, false, true]]; _secs set [count _secs, [_lights, 1*60, [-30, 30], 135, false, true]]; _secs set [count _secs, [_lights, 1*60, [30, 30], 225, false, true]]; _secs set [count _secs, [stwall, 1, [5, 0], 90, false, false]]; _secs set [count _secs, [stwall, 1, [-7, 0], 90, false, false]]; _secs set [count _secs, [stwall, 1, [0, 5], 0, false, false]]; _secs set [count _secs, [stwall, 1, [0, -13], 0, false, false]]; _secs set [count _secs, [_heliHL, 10*60, [-75, 40], 270, true, false]]; _secs set [count _secs, [_heliHL, 10*60, [75, 40], 90, true, false]]; _secs set [count _secs, [_heliHL, 10*60, [-50, 75], 270, true, false]]; _secs set [count _secs, [_heliHL, 10*60, [50, 75], 90, true, false]]; _secs set [count _secs, [stAARadar, 60*60, [150, 150], 0, true, false]]; if (_st_mg_pod != stNone ) then { _secs set [count _secs, [_st_mg_pod, 15*60, [125, 0], 90, true, false]]; _secs set [count _secs, [_st_mg_pod, 15*60, [-125, 0], 330, true, false]]; _secs set [count _secs, [_st_mg_pod, 15*60, [0, -120], 180, true, false]]; _secs set [count _secs, [_st_mg_pod, 15*60, [0, 120], 0, true, false]]; }; if ( _st_aa_pod != stNone ) then { _secs set [count _secs, [_st_aa_pod, 25*60, [-100, 100], 315, true, false]]; _secs set [count _secs, [_st_aa_pod, 25*60, [100, 100], 45, true, false]]; _secs set [count _secs, [_st_aa_pod, 25*60, [-100, -100], 225, true, false]]; _secs set [count _secs, [_st_aa_pod, 25*60, [100, -100], 135, true, false]]; }; if ( _st_at_pod != stNone ) then { _secs set [count _secs, [_st_at_pod, 25*60, [-125, 125], 315, true, false]]; _secs set [count _secs, [_st_at_pod, 25*60, [125, 125], 45, true, false]]; _secs set [count _secs, [_st_at_pod, 25*60, [-125, -125], 225, true, false]]; _secs set [count _secs, [_st_at_pod, 25*60, [125, -125], 135, true, false]]; }; _base set [1, _secs]; baseDefs set [count baseDefs, _base]; }; So you don't have to look for the changes I made... 1.) Changed all of the factories to the A2 Warfare types. Mainly for nostalgic reasons. 2.) Changed Comm Center model to smaller tower. Mainly to help keep AI Helicopters from killing themselves. Changed light poles to be more distinctive to compensate and make bases a bit easier to recon with the absence of the huge tower. 3.) Gave AI commander access to build the Field Hospital in the base. 4.) Added CUP Turret-type Artillery to Support Build Menu. (I think I'll remove it as it's kind of OP and broken.) 5.) Added some of the Huron Containers/Taru Pods to Support Build Menu. Plan on adding the ammo box containers after I figure out how to limit the arsenal they default to spawning with. Now to get to the point... The Huron/Taru support containers are *really* overpowered at the moment since they can Repair/Refuel/Rearm without incurring a support cost. I tried to figure out on my own how to attach your support scripting to the containers, but didn't see how to. Could you point me in the right direction?
  14. Hey, thanks for the reply. I play a lot of SC and CTI in Arma and it's really helpful to me to have a point of reference for not only ownership of captured sectors, but also knowing where the point of capture is.
  15. Hey, I've been trying to figure out if it's possible to sync a flagpole to the Warlords Sector module so that is changes the flag to reflect the owner of the sector.