zuff 10 Posted May 1, 2011 Hey Bon just some bugs we noticed while playing your Duala port. Using ACE we could not finish the AA Tower and Scud Launcher mission. Satchel Charges didn't blow either of the two up. We tried all sorts of explosives and nothing seemed to damage it. Also, ACE seems to break the A-10 Bomber run called in by the Sniper The A-10 comes in, but when it's suppose to drop its payload it shoots rockets instead. Not sure if it's because ACE changes the orders of weapons on the A-10, but I don't know what's causing it. Share this post Link to post Share on other sites
Bon 12 Posted May 1, 2011 Added another file to the download section: tfor_cfor_playergroups_v1.05.7z The playable units on Takistan and Chernarus edition are structured as follows: 2x US Army Squad: - Squad Leader - Engineer - Machinegunner - Medic - Marksman 1x US Special Forces Squad: - Squad Leader - Machinegunner - Medic - Marksman 1x Sniper 2x Crewman 2x Pilot 1x Commander On Zargabad: 2x US Army Squad: - Squad Leader - Engineer - Machinegunner - Medic 1x Sniper 2x Crewman 2x Pilot 1x Commander Each unit has a specific list of recruits it can recruit at the barracks, however, only the current squad leader can access the recruit menu. Always be aware that the mission is intended to be played with lots of AI in somebody's group. The amount enemies to players may appear unbalanced this way, as well as playing with a limited number of team lives might appear harder (since AI dying has no effect on team lives, where a killed player counts). hf. Share this post Link to post Share on other sites
1nsider 10 Posted May 1, 2011 tfor_cfor_playergroups_v1.05.7z That's just great, mate. My sincere recommendations for the ones looking for a quality COOP mission & who haven't tried this one yet. -- was attaching 'bon_artillery' script to Domination recently - worked like a charm, another piece of well thought programming logic. cheers. Share this post Link to post Share on other sites
Kerc Kasha 102 Posted May 2, 2011 (edited) Hey Bon I've been playing TFOR for awhile but yesterday I decided to make a Russian Vs USMC/CDF port of CFOR North. However even after successfully modifying the config.sqf and the recruitable_units.sqf I am unable to recruit units nor do enemies actually spawn. This is the 1.05 Ace version of the map. Here's my config.sqf and recruitable_units.squf // by Bon_Inf* /******************************************************************************* * * The intention of this config file is to "completely" separate object type * definitions and all the scripts this mission uses, so that porting this mission * especially to other mods or game versions becomes as easy as possible. * * Exceptions build the script components located in the folders on root level. * Those exceptions are: * - bon_recruit_units : * bon_recruit_units/bon_recruitable_units.sqf * Definition of lists of recruitable units * - dyno : * all the dyno compositions include OA objects in this version * - bon_ieds : * bon_ieds\init.sqf * Definition of possible ied container * - of course the loadout presets in bon_loadoutpresets * - the ammocrate filler in scripts\ammocrate_filler.sqf * * all the rest, including all objects being created during missions, are * defined here. * * You can easily change this version from BLUFOR to OPFOR by changing the types * in the SIDES section, but don't forget then to replace the objects placed in * the editor as well. * *******************************************************************************/ tfor_arma2 = true; // add ArmA2 equipment tfor_BAF = true; // add BAF equipment tfor_ACE = true; // add ACE2 equipment tfor_PMC = true; // add PMC equipment tfor_max_players = 20; /****************************** MISSION ****************************************/ tfor_artifunds = 5; tfor_maxnumber_airpatrols = 3; tfor_maxnumber_footpatrols = 4; tfor_maxnumber_camps = 50; tfor_civilian_deathcosts = 2.0; tfor_advanced_aircraft_list = ["Plane","AH64D_EP1","A10_US_EP1"]; tfor_advanced_vehicle_list = ["Tank"]; tfor_min_amount_armor = 0; // min amount enemy armor (1 player) tfor_max_amount_armor = 2; // max amount enemy armor (max players) tfor_min_amount_apc = 0; // min amount enemy apc (1 player) tfor_max_amount_apc = 3; // max amount enemy apc (max players) tfor_min_amount_car = 2; // min amount enemy car (1 player) tfor_max_amount_car = 4; // max amount enemy car (max players) tfor_min_amount_aa = 0; // min amount enemy aa (1 player) tfor_max_amount_aa = 2; // max amount enemy aa (max players) tfor_min_amount_inf = 2; // min amount enemy inf (1 player), in groups; NOTE: MUST BE AT LEAST 2 tfor_max_amount_inf = 10; // max amount enemy inf (max players), in groups /*******************************************************************************/ /******************************* SIDES **************************************/ tfor_friendly_side = east; tfor_enemy_side = west; tfor_east_armor = ["T72_RU","T90"]; tfor_east_apc = ["BMP3","BTR90","GAZ_Vodnik","GAZ_Vodnik_HMG"]; tfor_east_aa = ["2S6M_Tunguska"]; tfor_east_car = ["GRAD_RU","UAZ_AGS30_RU"]; tfor_east_air = ["Ka52","Mi24_P","Mi24_V","Mi17_rockets_RU"]; tfor_west_armor = ["M1A1","M1A2_TUSK_MG"]; tfor_west_apc = ["AAV","LAV25"]; tfor_west_aa = ["HMMWV_Avenger"]; tfor_west_car = ["HMMWV_M2","HMMWV_Armored","HMMWV_MK19","HMMWV_TOW"]; tfor_west_air = ["AH1Z","AH64D","MH60S","UH1Y"]; // TK army tfor_east_inf = ["RU_Soldier_AA","RU_Soldier_HAT","RU_Soldier_AR","RU_Soldier_GL", "RU_Soldier_MG","RU_Soldier_Marksman","RU_Soldier_Medic", "RU_Soldier_Officer","RU_Soldier","RU_Soldier_LAT","RU_Soldier_AT", "RU_Soldier2","RU_Soldier_Sniper","RU_Soldier_SniperH","RU_Soldier_Spotter", "RU_Soldier_SL","RU_Soldier_TL" ]; // TK militia tfor_east_militia = ["Ins_Soldier_Sniper","Ins_Soldier_Sapper","Ins_Soldier_Sab", "Ins_Soldier_2","Ins_Soldier_1","Ins_Soldier_CO","Ins_Soldier_Medic", "Ins_Soldier_MG","Ins_Bardak","Ins_Soldier_GL","Ins_Commander", "Ins_Lopotev","Ins_Soldier_AR","Ins_Soldier_AT","Ins_Soldier_AA","ACE_Ins_Soldier_RPG" ]; // US tfor_west_inf = ["USMC_Soldier_AA","USMC_Soldier_HAT","USMC_Soldier_AT","USMC_Soldier_AR", "USMC_Soldier_Medic","USMC_SoldierM_Marksman","USMC_SoldierS_Engineer", "USMC_Soldier_TL","USMC_Soldier_GL","USMC_Soldier_MG","USMC_Soldier", "USMC_Soldier2","USMC_Soldier_LAT","USMC_SoldierS","USMC_SoldierS_Sniper", "USMC_SoldierS_SniperH","USMC_SoldierS_Spotter","USMC_Soldier_SL" ]; // US Spec Ops tfor_west_special = ["FR_Assault_GL","FR_Assault_R","FR_Corpsman","FR_Sapper","FR_Cooper", "FR_AC","FR_GL","FR_AR","FR_Marksman","FR_Miles","FR_OHara","FR_Rodriguez", "FR_R","FR_Sykes","FR_TL" ]; /******************************************************************************/ /******************************* MISC ***************************************/ tfor_artitype = "D30_RU"; tfor_ammobox = "RUVehicleBox"; // <- the thing at base tfor_pilots = []; tfor_crewmen = []; tfor_sniper = ["RU_Soldier_Sniper"]; tfor_commanders = ["RUS_Commander","Ins_Lopotev","RU_Soldier_Officer"]; tfor_choppers_can_lift = []; tfor_rallypoint_type = "Misc_Backpackheap"; tfor_mobileuavterminals = ["BTR90"]; tfor_vehicles_canload_ammo = ["KamazReammo"]; tfor_loadable_boxtype = "RUBasicWeaponsBox"; enableEngineArtillery false; // disable/enable BIS artillery computer // assets the commander can build; // form: [type,category,costs]; // category can be either: Commandpost,Support,Defense tfor_commander_assets = [ ["RU_WarfareBUAVterminal","Commandpost",1], ["RU_WarfareBBarracks","Support",1], ["RU_WarfareBFieldhHospital","Support",1], ["RU_WarfareBVehicleServicePoint","Support",1], ["RUVehicleBox","Support",1], ["Igla_AA_pod_East","Defense",1] ]; tfor_commanderfunds = 10; tfor_mhqtype = "BTR90_HQ"; /******************************************************************************/ /////////////////////////////////////////////////////////////////////////////// ////////////////////////////////// Missions//////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /******************************** captureofficer*******************************/ tfor_captureofficer_officer = "USMC_Soldier_Officer"; /******************************************************************************/ /******************************** destroyfirebase *****************************/ tfor_destroyfirebase_artitype = "M119"; // <- note: dyno firebase_0.sqf /******************************************************************************/ /****************************** destroyradarscud ******************************/ tfor_destroyradarscud_radartype = "TK_WarfareBAntiAirRadar_Base_EP1"; tfor_destroyradarscud_scudtype = "MAZ_543_SCUD_TK_EP1"; /******************************************************************************/ /******************************** rescuepilot *********************************/ tfor_rescuepilot_heliwreck = "Mi8Wreck"; tfor_rescuepilot_pilottype = "RU_Soldier_Pilot"; /******************************************************************************/ /******************************** searchcache *********************************/ tfor_searchcache_cachetype_outside = "TKBasicWeapons_EP1"; tfor_searchcache_cachetype_inside = "TKBasicAmmunitionBox_EP1"; /******************************************************************************/ /******************************** stopconvoy **********************************/ tfor_stopconvoy_vehicle_1 = "MtvrRepair"; tfor_stopconvoy_vehicle_2 = "HMMWV_Avenger"; /******************************************************************************/ /******************************** bringtruck***********************************/ tfor_bringtruck_truck = "KamazReammo"; /******************************************************************************/ /******************************** mark fueldump********************************/ tfor_markfueldump_markerobjects = ["IR_Strobe_Target","IR_Strobe_Marker"]; /******************************************************************************/ And the recruitable: _ru_squadleader = "Ru_Soldier_SL"; _ru_specforces = "MVD_Soldier_TL"; _ru_sniper = "Ru_Soldier_Sniper"; _ru_crewman = "Ru_Soldier_Crew"; _ru_pilot = "Ru_Soldier_Pilot"; _ru_commander = "Ru_Soldier_Officer"; _ru_spetsnaz = "RUS_Commander"; _ins_boss = "Ins_Lopotev"; switch (typeOf player) do{ case _ru_squadleader : { bon_recRuit_recRuitableunits = [ "Ru_Soldier_AA", "Ru_Soldier_AT", "Ru_Soldier_HAT", "Ru_Soldier_AR", "Ru_Soldier_GL", "Ru_Soldier_MG", "Ru_Soldier_Marksman", "Ru_Soldier_Medic", "Ru_Soldier", "Ru_Soldier_LAT", "Ace_Ru_Soldier_Engineer", "Ru_Soldier_SL" ]; }; case _ru_specforces : { bon_recRuit_recRuitableunits = [ "MVD_Soldier_Marksman", "MVD_Soldier_MG", "MVD_Soldier_Sniper", "ACE_MVD_Soldier_RPOM", "MVD_Soldier", "MVD_Soldier_AT", "MVD_Soldier_GL" ]; }; case _ru_spetsnatz : { bon_recRuit_recRuitableunits = [ "RUS_Soldier_Marksman", "RUS_Soldier_SAB", "RUS_Soldier1", "ACE_RUS_Soldier_Medic", "RUS_Soldier1", "RUS_Soldier2", "RUS_Soldier3", "RUS_Soldier_GL", "ACE_RUS_Soldier_RPOM", "RUS_Soldier_TL" ]; }; case _ru_sniper : { bon_recRuit_recRuitableunits = [ "Ru_Soldier_Sniper", "Ru_Soldier_SniperH", "Ru_Soldier_Spotter" ]; }; case _ru_pilot : { bon_recRuit_recRuitableunits = [ "Ru_Soldier_Pilot" ]; }; case _ru_crewman : { bon_recRuit_recRuitableunits = [ "Ru_Soldier_Crew" ]; }; case _ru_commander : { bon_recRuit_recRuitableunits = [ "Ru_Soldier", "Ace_Ru_Soldier_Engineer," "Ru_Soldier_AA", "Ru_Soldier_AT", "Ru_Soldier_HAT", "Ru_Soldier_AR", "Ru_Soldier_GL", "Ru_Soldier_MG", "Ru_Soldier_Marksman", "Ru_Soldier_Medic", "Ru_Soldier_LAT", "Ru_Soldier_SL" ]; }; case _ins_boss : { bon_recRuit_recRuitableunits = [ "Ins_Soldier_Sniper", "Ins_Soldier_Sapper", "Ins_Soldier_Sab", "Ins_Soldier_2", "Ins_Soldier_1", "Ins_Soldier_CO", "Ins_Soldier_Medic", "Ins_Soldier_MG", "Ins_Bardak", "Ins_Soldier_GL", "Ins_Commander", "Ins_Soldier_AR", "Ins_Soldier_AT", "Ins_Soldier_AA", "Ins_Soldier_Pilot", "Ins_Soldier_Crew", "ACE_Ins_Soldier_RPG" ]; }; default {bon_recRuit_recRuitableunits = ["Ins_Commander"]}; }; I'm positive I got all of this right but nothing seems to work at all Edited May 2, 2011 by Kerc Kasha Share this post Link to post Share on other sites
Bon 12 Posted May 2, 2011 Hey Bon just some bugs we noticed while playing your Duala port.Using ACE we could not finish the AA Tower and Scud Launcher mission. Satchel Charges didn't blow either of the two up. We tried all sorts of explosives and nothing seemed to damage it. Also, ACE seems to break the A-10 Bomber run called in by the Sniper The A-10 comes in, but when it's suppose to drop its payload it shoots rockets instead. Not sure if it's because ACE changes the orders of weapons on the A-10, but I don't know what's causing it. Hey zuff, sorry about that. But I am not going to provide support on ACE related issues. When you have the same problems using the non-ACE version, I might take a look at it. Hey Bon I've been playing TFOR for awhile but yesterday I decided to make a Russian Vs USMC/CDF port of CFOR North. However even after successfully modifying the config.sqf and the recruitable_units.sqf I am unable to recruit units nor do enemies actually spawn. This is the 1.05 Ace version of the map. Here's my config.sqf and recruitable_units.squf[...]And the recruitable: [...]I'm positive I got all of this right but nothing seems to work at all Hi Kerc Kasha, using your config.sqf I had no problems, enemies etc. spawned just fine. Make sure - you changed the playable units to russian units - you rename the respawn_west marker to respawn_east Regarding to your recruitment problem, there is a script error in your recruitable_units.sqf: case _ru_commander : { bon_recRuit_recRuitableunits = [ "Ru_Soldier", "Ace_Ru_Soldier_Engineer[color="Red"],[/color]" ... Always start the game with the start parameter "-showscripterrors" when you edit something. hf. and thx for the flowers. Share this post Link to post Share on other sites
domokun 515 Posted May 2, 2011 Bon: sorry if this is a dumb question but what is the difference bewteen tfor_cfor_playergroups_v1.05.7z and tfor_v1.05.7z and cfor_v1.05.7z ? I get the impression that tfor_cfor_playergroups_v1.05.7z is somehow better for COOP... Also any chance of BAF version of cfor_v1.05.7z ? Share this post Link to post Share on other sites
Kerc Kasha 102 Posted May 2, 2011 (edited) Hey zuff,sorry about that. But I am not going to provide support on ACE related issues. When you have the same problems using the non-ACE version, I might take a look at it. Hi Kerc Kasha, using your config.sqf I had no problems, enemies etc. spawned just fine. Make sure - you changed the playable units to russian units - you rename the respawn_west marker to respawn_east Regarding to your recruitment problem, there is a script error in your recruitable_units.sqf: case _ru_commander : { bon_recRuit_recRuitableunits = [ "Ru_Soldier", "Ace_Ru_Soldier_Engineer[color="Red"],[/color]" ... Always start the game with the start parameter "-showscripterrors" when you edit something. hf. and thx for the flowers. Ahah! I thought the marker might be the issue but I remembered seeing 'respawn_west' directly being referenced in the capture officer script so I wasn't too sure that I should mess with it. Thanks for the help Edit: I had some more trouble with the recruitment script but that problem was solved with capitalizing the U in RU. The Spetsnatz commander still can't seem to recruit even though the class name is directly from the .sqm so I just put their recruitment list in the generic area and it works fine. Edited May 2, 2011 by Kerc Kasha Share this post Link to post Share on other sites
Bon 12 Posted May 2, 2011 Ahah! I thought the marker might be the issue but I remembered seeing 'respawn_west' directly being referenced in the capture officer script so I wasn't too sure that I should mess with it. Oh, thanks for the hint. In the capture officer script the code getMarkerPos "respawn_west" of course needs to be getMarkerPos format["respawn_%1",tfor_friendly_side] You definitely need to change this then. Or you just keep both respawn_east and respawn_west marker at the same position on the map. Works as well. Share this post Link to post Share on other sites
Kerc Kasha 102 Posted May 3, 2011 (edited) Bon is there anyway to 'fix' the mobile uav terminal variable in the config.sqf so that it actually works? As no matter what vehicle I add it never adds the option. While on the subject is it also possible to make it so a certain vehicle is able to authorize supply drops? Right now I did it the dirty way by making it call the interface like so: this addAction ["<t color='#FFFFFF'>Supply Drop</t>","bon_supplydrop\open_supplydialog.sqf"] but I'm not sure how to manage this for the UAV EDIT: Also Bon I noticed that on line 5 of FOP.SQF that it refers to 'respawn_west' also. I changed it to: if(position _location distance getMarkerPos format["respawn_%1",tfor_friendly_side] < 3000) exitWith{}; It seems to work fine. If you don't do this you end up getting FOP's spawning in your base etc Edited May 3, 2011 by Kerc Kasha Share this post Link to post Share on other sites
BF2_Trooper 0 Posted May 4, 2011 I notice after accomplishing the first mission I'm given, the game tells me that I now have artillery support. I looked at the SUPPORT menu and there was nothing of the sort. Does a COMMANDER player have to be present for this to work? Also, will you add the USMC as playable units/vehicles in the next version of CFOR? Share this post Link to post Share on other sites
BF2_Trooper 0 Posted May 5, 2011 Had a mission to "mark" a fuel dump for artillary, found the fuel dump, threw IR Strobe at it, nothing. Tried smoke grenades, still nothing. Share this post Link to post Share on other sites
zuff 10 Posted May 5, 2011 Hey zuff,sorry about that. But I am not going to provide support on ACE related issues. When you have the same problems using the non-ACE version, I might take a look at it. Shame to hear that. ACE is the mod my group always plays with so I guess we'll have to look for other missions. If you do, in the future, want to fix the problem with satchels you should talk with code34 because he was able to fix it for his mission, War in Takistan Good luck, hope you do support ACE a bit more in the future as it's a very great mod and used by many. Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted May 8, 2011 Whenever I start my server and try to load up the mission is says Mission COOP@20 DFOR Duala v1.05 read from directory. It then proceeds to do nothing. What does this mean? Share this post Link to post Share on other sites
mosh 0 Posted May 8, 2011 Whenever I start my server and try to load up the mission is says Mission COOP@20 DFOR Duala v1.05 read from directory. It then proceeds to do nothing. What does this mean? Do you have Duala Island mod installed correctly and enabled on server? That usually means it isn't. Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted May 8, 2011 (edited) Oh right. Forgot to install Duala on the server... EDIT: Installed Duala on the server and it still wont load. wtf? This is really frustrating. Refuses to load TFOR as well. Edited May 8, 2011 by JuggernautOfWar Share this post Link to post Share on other sites
Bon 12 Posted May 9, 2011 (edited) I notice after accomplishing the first mission I'm given, the game tells me that I now have artillery support. I looked at the SUPPORT menu and there was nothing of the sort. Does a COMMANDER player have to be present for this to work?Also, will you add the USMC as playable units/vehicles in the next version of CFOR? Artillery is provided by commander role only. And although the USMC units fit better in lots of scenarios, I refuse to use them because they don't work with the OA backpacks afaik. Oh right. Forgot to install Duala on the server...EDIT: Installed Duala on the server and it still wont load. wtf? This is really frustrating. Refuses to load TFOR as well. What do the .rpt files say? Edited May 9, 2011 by Bon Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted May 9, 2011 What do the .rpt files say? I'm not sure where to start, so I'll just post some of it. Error in expression <<null>Funds = <null>Funds + _amount; pub> Error position: <<null>Funds = <null>Funds + _amount; pub> Error Invalid number in expression Error in expression <<null>Funds = <null>Funds + _amount; pub> Error position: <<null>Funds = <null>Funds + _amount; pub> Error Invalid number in expression Error in expression <<null>Funds = <null>Funds + _amount; pub> Error position: <<null>Funds = <null>Funds + _amount; pub> Error Invalid number in expression Error in expression <<null>Funds = <null>Funds + _amount; pub> Error position: <<null>Funds = <null>Funds + _amount; pub> Error Invalid number in expression Error in expression <<null>Respawn> Error position: <<null>Respawn> Error Invalid number in expression Error in expression <<null>Respawn> Error position: <<null>Respawn> Error Invalid number in expression It looks sort of like Warfare stuff since it's mentioning funds and such. I know for a fact my server is not running Warfare though. If it were I'd be playing it. :rolleyes: Share this post Link to post Share on other sites
Bon 12 Posted May 10, 2011 (edited) I'm not sure where to start, so I'll just post some of it. Error in expression <<null>Funds = <null>Funds + _amount; pub> Error position: <<null>Funds = <null>Funds + _amount; pub> Error Invalid number in expression Error in expression <<null>Funds = <null>Funds + _amount; pub> Error position: <<null>Funds = <null>Funds + _amount; pub> Error Invalid number in expression Error in expression <<null>Funds = <null>Funds + _amount; pub> Error position: <<null>Funds = <null>Funds + _amount; pub> Error Invalid number in expression Error in expression <<null>Funds = <null>Funds + _amount; pub> Error position: <<null>Funds = <null>Funds + _amount; pub> Error Invalid number in expression Error in expression <<null>Respawn> Error position: <<null>Respawn> Error Invalid number in expression Error in expression <<null>Respawn> Error position: <<null>Respawn> Error Invalid number in expression It looks sort of like Warfare stuff since it's mentioning funds and such. I know for a fact my server is not running Warfare though. If it were I'd be playing it. :rolleyes: Yeah, hardly can see any direct relation to the tfor mission. At least I can't help with those Errors, really am sorry. Btw, isn't the standard Warfare in fact part of the game? Its called Superpowers or Mountain Warfare or something like this... And to play those can be fun, too. You know, Warfare BE is the best Warfare out there imo, yet not the only one ;) Another thing: Inspite of my plans I will release another update for the TFOR missions, where the changes are not big in number, but in effect: I wrote my own little patrolling system that makes enemy AI act a little bit more authentic in a non-urban terrain that will replace the UPSMON script. Details to follow. There were fixed some serious issues with the movement of incoming reinforcement troups I never expected to be able to fix and I will provide you with a Lingor and Everon port... hf. Edited May 10, 2011 by Bon Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted May 10, 2011 What about Duala? I just got it and it's pretty awesome. Share this post Link to post Share on other sites
ck-claw 1 Posted May 10, 2011 Everon port... Can't wait for that one! Share this post Link to post Share on other sites
vengeance1 50 Posted May 12, 2011 Hi Bon, Can you tell me how do I get the UAV to fire Hellfires at a Target? Thanks Share this post Link to post Share on other sites
1nsider 10 Posted May 13, 2011 I'm looking for a way to modify enemy camps logic a bit, could anyone experienced enough please provide advisement on the following. The file is 'scripts\enemy_camps.sqf' From line 40 there goes a code creating a camp & populating it with bad guys: ... if(count _pos > 0) then{ _camptype = ["tentcamp_1","tentcamp_2","bunkermedium_0","bunkermedium_1","bunkermedium_2","bunkersmall_0","outpost_1","guardpost_0","guardpost_1"] call getRandomElement; [_camptype,round random 360,_pos] execVM "dyno\objectMapper.sqf"; ... I'm not sure what happens from line 43: ... _pos spawn { While{true} do { While{{side _x == tfor_friendly_side} count nearestObjects[_this,["Man","LandVehicle"],1000] == 0} do {sleep 10}; _grp = [tfor_enemy_side,5,_this,50,"militia"] call spawnInf; [_grp,_this] execVM "upsmon\init.sqf"; While{{side _x == tfor_friendly_side} count nearestObjects[_this,["Man","LandVehicle"],1000] > 0} do {sleep 10}; {deleteVehicle _x} foreach units _grp; sleep 2; deleteGroup _grp; ... As I understand it - the camp stays inactive unless any man or vehicle of friendly side enters 1000 radius, then it gets populated with milita infantry. And if friendly forces leave the 1000 radius - the spawned milita groups get destroyed (to free up CPU I guess). Then if friendly forces enter the camp - it gets repopulated all over again. Am I right ? -- What I'm looking for is to extend the functionality: to introduce some chance that camp will be populated at all (or not) and to increase the chance for the camps that are further away from the friendly base (or even better - further away from the zones of high player activity). Share this post Link to post Share on other sites
Bon 12 Posted May 13, 2011 Hi Bon,Can you tell me how do I get the UAV to fire Hellfires at a Target? Thanks The UAV was only supposed to be an observation tool, not a weapon, so I removed the hellfires from it. You can go into uav\createuav.sqf and comment out the line containing _uav setVehicleAmmo 0; Then the UAV will carry hellfires, and due to it being controlled by AI, probably will use them autonomously (but that's a guess). As I understand it - the camp stays inactive unless any man or vehicle of friendly side enters 1000 radius, then it gets populated with milita infantry. And if friendly forces leave the 1000 radius - the spawned milita groups get destroyed (to free up CPU I guess). Then if friendly forces enter the camp - it gets repopulated all over again. Am I right ? Correct. You see the 5 as second parameter of the spawnInf call? That's the number enemies that spawn at the camp. You could try to check the distance from the camp to the friendly base (getmarkerpos format["respawn_%1",tfor_friendly_side]) or the current AO (position (tfor_currentmission select 0)) and compute another value accordingly. Share this post Link to post Share on other sites
1nsider 10 Posted May 13, 2011 Correct. Thanks for confirming - still get my head around some of the ARMA2 specific script techniques. atm, I've made my changes like that (scripts\enemy_camps.sqf): (some tfor_ variables are changed to the constants here) ... While{true} do { _campchance = 0; While{{side _x == west} count nearestObjects[_this,["Man","LandVehicle","Helicopter","Plane"],2500] == 0} do {sleep 10}; _campchance = floor(random 2); if (_campchance == 1) then { _campstrength = floor(random 3); _campstrength = _campstrength + 4; _grp = [east,_campstrength,_this,50,"militia"] call spawnInf; }; While{{side _x == west} count nearestObjects[_this,["Man","LandVehicle","Helicopter"],3000] > 0} do {sleep 10}; if (_campchance == 1) then { {deleteVehicle _x} foreach units _grp; sleep 2; deleteGroup _grp; }; }; ... This way it's possible to encounter an empty camp & camp strength is different. Should be a little bit more interesting for the friendly forces, roaming the map. Added some random snipers appearing near the camp locations as well :) Share this post Link to post Share on other sites
vengeance1 50 Posted May 16, 2011 Bon, I know you have commented on this already in thread but its challenging to search for half an hour for the Cache and can't find it. I assume it is embedded in a building wall or object where we can't see it and players lose interest so we have to restart mission. We find the notepads and it says we have additional info but nobody can see any info? I'm lost a bit here on what to do in these situations? Share this post Link to post Share on other sites