a6-intruder 0 Posted December 9, 2010 Thats already been done, I used the BAF units as there multicam/woodland is better suited to Lingor but you can change it back by Editing the config.sqf file Just change the true to a false for tfor_BAF tfor_BAF = true; // add BAF equipment tfor_ACE = false; // add ACE2 equipment tfor_ACRE = false; // add ACRE radios If that doesn't work you may have to change them manually but that should work. ACU in a jungle won't look cool though:butbut: Share this post Link to post Share on other sites
Bon 12 Posted December 10, 2010 Thanks for sharing the port, very kind of you. Will give it a go next week. Cheers. Share this post Link to post Share on other sites
greasy_trigger 10 Posted December 21, 2010 Already said this in another thread about your arty script, but a very nice mission! Favourite scripts would have to be your arty and UAV scripts, I don't suppose you might release the UAV script for us? It's so superior over BIS, I have no idea how you did it but well done!!! Share this post Link to post Share on other sites
Bon 12 Posted December 21, 2010 (edited) Favourite scripts would have to be your arty and UAV scripts, I don't suppose you might release the UAV script for us? It's so superior over BIS, I have no idea how you did it but well done!!! Hey, actually, 95% of the UAV script is Bohemia code. There are some changes and modifications in order to make it compatible to MP and JIP and stuff, as well as some minor tweaks, but all in all... credits should go to BIS :) However, here's the script extracted as a sample mission: http://fh-warzone.de/downloads/boninf/scripts/uav.Desert_E.7z hf. Edited January 28, 2011 by Bon Share this post Link to post Share on other sites
greasy_trigger 10 Posted December 21, 2010 Well thanks anyway Bon! I guess I was meaning the fact You can change orbit height and radius and that it's an 8ring system instead of a 4 etc. Anyway thanks again! Share this post Link to post Share on other sites
Bon 12 Posted December 24, 2010 changelog: FIXED: Civilian deathcounter does not work anymore with patch 1.56 FIXED: enemy officer in "capture officer" mission glitches inside hesco and dies CHANGED: reduced radial blur a bit when in agony CHANGED: Outro cam now considering players in vehicles and on buildings ADDED: SADARM and DPICM rounds to artillery ADDED: dynamic weather ADDED: Chernarus edition Download: takistan-force.net Share this post Link to post Share on other sites
zaeyus 10 Posted December 25, 2010 changelog: FIXED: Civilian deathcounter does not work anymore with patch 1.56 FIXED: enemy officer in "capture officer" mission glitches inside hesco and dies CHANGED: reduced radial blur a bit when in agony CHANGED: Outro cam now considering players in vehicles and on buildings ADDED: SADARM and DPICM rounds to artillery ADDED: dynamic weather ADDED: Chernarus edition Download: takistan-force.net Man you work is pretty awesome !! Just tested your map , and its good .. but sadly there is no ACE release for this Version isn't ?:butbut: Share this post Link to post Share on other sites
vengeance1 50 Posted December 25, 2010 (edited) Awesome Bon, love this mission, I am adding items to the Supply Drop but how would I edit code to allow them to drop without a Commander so I can test. Merry Christmas thanks for the new version for the holiday weekend! Vengeance Edited December 27, 2010 by vengeance1 Share this post Link to post Share on other sites
Solarghost 10 Posted December 26, 2010 (edited) Hey bro, this mission is definitely a great one to play. Just wondering (Sorry if this has already been addressed) Are you going to make this for ACE? Currently my issues: When killed you lose what was on your back Cheers brotha Edited December 26, 2010 by Solarghost Share this post Link to post Share on other sites
zuff 10 Posted December 29, 2010 (edited) Good work Bon. What would I need to do to make chinooks able to tow the MHQ and other heavier vehicles like tanks and bradleys? I tried adding "armored car" class to the configuration but no luck. And vengeance can you tell me how you're adding items to the supply drop lost? Maybe post an example? Edited December 29, 2010 by zuff Share this post Link to post Share on other sites
DirkGent 0 Posted December 29, 2010 As for the MHQ's, I can only reproduce the problem in the North Version of the mission (co20_tfor_north.Takistan.pbo) I thought it was just because I had customized the mission, but the default version that comes with the download does it as well. I can build where the MHQ would be, but it's just not there. The "south" version of the mission there is a MHQ where it should be. I can confirm this bug on the official North mission. South is working fine, but in the North mission the MHQ does not appear. Using the editor it appear as it should in North version. Tested on 1.03 and 1.04, with OA 1.56 and 1.57. ps. THANK you for this mission! I've had hours of fun with it. Share this post Link to post Share on other sites
Bon 12 Posted December 29, 2010 Hi all, hope you all survived the holidays... Awesome Bon, love this mission, I am adding items to the Supply Drop but how would I edit code to allow them to drop without a Commander so I can test.Tough to test alone, because the commander/supplies manager can't be requestor at the same time. It'd be still the easiest way to test it together with a mate.Hey bro, this mission is definitely a great one to play.Just wondering (Sorry if this has already been addressed) Are you going to make this for ACE? Currently my issues: When killed you lose what was on your back Hey solarghost, how u doin' mate? In fact I addressed this a couple times now, I am not going to provide an ACE version of it. See post... hold on... minutes later... #150. Good work Bon. What would I need to do to make chinooks able to tow the MHQ and other heavier vehicles like tanks and bradleys? I tried adding "armored car" class to the configuration but no luck. Check out the file scripts\heli_lift.sqf and change the respective lines to the following: _vehicles_lift_list = ["Car","Tank"]; _vehicles_nolift_list = []; I can confirm this bug on the official North mission. South is working fine, but in the North mission the MHQ does not appear. Using the editor it appear as it should in North version. Alright, thanks, gonna check it out asap. As long as its working on a dedicated environment, I don't give it high priority, though. hf. and a good start into the new year. Share this post Link to post Share on other sites
Neopas 10 Posted December 29, 2010 Awesome work again Bon.I am literally spending my holidays playing cfor!:) (no BAF woodland...:() A problem we have is that when time speedup is enabled(12h day),our server crash badly,and when hosted locally ,gives alot of microstutter.Any ideas? Issue exists only with Cfor.Tfor is very smooth. Thanks for the hard work. Share this post Link to post Share on other sites
DirkGent 0 Posted December 29, 2010 Alright, thanks, gonna check it out asap. As long as its working on a dedicated environment, I don't give it high priority, though. Did a few more tests regarding the MHQ issue and this is the result: CFOR N - OK CFOR S - OK BAF N - NOT OK BAF S - NOT OK TFOR N - NOT OK TFOR S - OK Edit: And it is working fine on my computer when running it as dedicated server - same installation and same mission files etc. Regards DirkG Share this post Link to post Share on other sites
Mancuso 10 Posted December 29, 2010 hello guys to all ACE requester: imho: the power of this mission is you can change almost everything in 3 scripts: config.sqf ammocrate_filler.sqf recruitable_units.sqf and of course the editor. regards Share this post Link to post Share on other sites
vengeance1 50 Posted December 29, 2010 Good work Bon. What would I need to do to make chinooks able to tow the MHQ and other heavier vehicles like tanks and bradleys? I tried adding "armored car" class to the configuration but no luck. And vengeance can you tell me how you're adding items to the supply drop lost? Maybe post an example? The init.sqf in the Bon_Supplydrop folder: _bon_supply_classes = tfor_commanders; //["US_Soldier_Officer_EP1"]; _bon_supply_supplements = [ // refilled after each hour ["USBasicWeapons_EP1",5], ["USSpecialWeapons_EP1",5], ["USLaunchers_EP1",5], ["BAF_BasicWeapons",5], ["BAF_Launchers",5], ["HMMWV_M998A2_SOV_DES_EP1",5], ["HMMWV_Terminal_EP1",5], ["HMMWV_MK19_DES_EP1",5], ["HMMWV_DES_EP1",5], ["HMMWV_M1151_M2_DES_EP1",5], ["AAV",5], ["ATV_US_EP1",10], ["BAF_FV510_D",2], ["M2A2_EP1",2], ["MTVR_DES_EP1",5], ["MtvrRepair_DES_EP1",5], ["MtvrReammo_DES_EP1",5], ["MtvrRefuel_DES_EP1",5], ["HMMWV_Ambulance_DES_EP1",5] ]; Share this post Link to post Share on other sites
joehunk 10 Posted December 29, 2010 hello guysto all ACE requester: imho: the power of this mission is you can change almost everything in 3 scripts: config.sqf ammocrate_filler.sqf recruitable_units.sqf and of course the editor. regards It actually does require you to change some stuff in initplayer.sqf to fix respawning with an ACE-style ruck or weapon on back. I also fixed the "Save Loadout" feature to support this. I will post my changes when I get home. I was able to make the mission playable in ACE pretty easily. Share this post Link to post Share on other sites
zuff 10 Posted December 30, 2010 (edited) Thanks vengeance1. Bon, for some reason I cannot fix the MHQ problem on the North Takistan version of the mission. In preview mode it shows up, but as soon as you export and run on a local server it disappears. I've tried so long to figure out what it could be. I've copied over the MHQ logic from the Zargabad and South Takistan missions over to the North version, and no luck. I've also copied over the mhq.sqf file from the South version to the North, no luck. I'm not really sure what's causing it, and it's mind boggling to say the least. Did a few more tests regarding the MHQ issue and this is the result:CFOR N - OK CFOR S - OK BAF N - NOT OK BAF S - NOT OK TFOR N - NOT OK TFOR S - OK Edit: And it is working fine on my computer when running it as dedicated server - same installation and same mission files etc. Regards DirkG Yah I've done extensive testing as well. Are you saying it works fine when testing on a Dedicated Server for all missions? EDIT: After testing on Dedicated servers, I can confirm this is only with Locally hosted missions. It's strange that it sometimes works, and sometimes doesn't. Oh well. :( Edited December 30, 2010 by zuff Share this post Link to post Share on other sites
Bon 12 Posted December 30, 2010 Thanks vengeance1.Bon, for some reason I cannot fix the MHQ problem on the North Takistan version of the mission. In preview mode it shows up, but as soon as you export and run on a local server it disappears. I've tried so long to figure out what it could be. I've copied over the MHQ logic from the Zargabad and South Takistan missions over to the North version, and no luck. I've also copied over the mhq.sqf file from the South version to the North, no luck. I'm not really sure what's causing it, and it's mind boggling to say the least. Checked the code again and I have the suspicion its an initialization problem: Since the mhq.sqf script is called from the init line of the logic, it is usually executed before the init.sqf (first init lines of objects, then the init.sqf). In the init.sqf, however, is (due to including the config.sqf) firstly introduced the variable "tfor_mhqtype". So in some cases the mhq.sqf runs and tries to create the MHQ before its type is known. That's my fault and maybe a consequence of only testing this mission on a dedicated server and in the editor preview. My suggestion is to try the following: On the very top of the mhq.sqf you add a line WaitUntil{not isNil "tfor_mhqtype"}; and test it again. Tell me if this does the trick (as I still have problems reproducing this issue). Share this post Link to post Share on other sites
zuff 10 Posted December 30, 2010 My suggestion is to try the following: On the very top of the mhq.sqf you add a line WaitUntil{not isNil "tfor_mhqtype"}; and test it again. Tell me if this does the trick (as I still have problems reproducing this issue). FIXED! Good job! Thanks so much. Keep up the amazing work :) Share this post Link to post Share on other sites
Bon 12 Posted December 30, 2010 (edited) I've made an edition that contains all the current ACE2 equipment (as far as I could gather) and which supports saving ACE backpacks, -content, and ACE weapon on back. It does NOT contain any ACE specific units or vehicles, feel free to add them yourself. http://chernarus-force.net/index.php?site=files&file=8 For everyone who needs to know, the following files have been changed: - config.sqf (just set the tfor_ACE flag) - initplayer.sqf - scripts\ammocrate_filler.sqf - scripts\saveloadout.sqf hf. Edited December 30, 2010 by Bon Share this post Link to post Share on other sites
zuff 10 Posted December 30, 2010 (edited) Bon any way you could tell me how to make the supply drops more accurate? They don't need to be pinpoint but I'm having trouble with them going into water and losing them in high-grass areas since the smoke disappears before they hit the ground. Also, sweet job on the ACE stuff EDIT: Also, could you please tell me what files you changed between 1.03 and 1.04 so I can update a ported mission I have accordingly? Edited December 31, 2010 by zuff Share this post Link to post Share on other sites
Dieter66 10 Posted January 2, 2011 Hey Bon, thanks for this very nice mission. Share this post Link to post Share on other sites
UGLY58 10 Posted January 2, 2011 Hey Bon, Any chance of you releasing your air resupply script as a standalone. It works really nicely, in MP and on dedi servers which I can't seem to crack myself. I tried myself but could not seem to get all the dependencies right. Nice we work on all the commenting for this mission Bon, I learned a great deal by looking inside. Share this post Link to post Share on other sites