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Bon

COOP 20 Takistan Force (OA)

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I exclusively play the ACE version and I've never had any issues disarming or detonating enemy mines. I've used satchels as well as C4. You don't even have to place the explosives right on target. As long as the mines are in the blast zone they'll be detonated.

Grenades and other small explosives aren't enough to trigger them.

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Thanks for the reply, JuggernautOfWar! Seems like the problem is just on our side then; I will check it out :-)

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Hello Bon, hello guys.

First of all, thanks for ur effort, Bon, i like tfor a lot. For the gameplay and for perfect organised code.

1) I have faced some strange behaviour for tfor v1.07 for ACE. I tried tfor for Zargabad (both south and north) and both times i cant get into any vehicle. I also tried to run vanilla variant of tfor and had the same result.

I've noticed that u have added civilian traffic option in version 1.07 and disabled it into mission params to check out if this is the reason but this action had not helped me.

When i run previous version (1.06) it is all ok. So it seems something is wrong with 1.07.

2) Also i wanted to share with u and tfor lovers one idea. Since we have OA 1.60 it has been noticed that parameter precisionEnemy doesnt work from server config, so most fo people who liked to play versus bots with highest skill but low precision have faced troubles now with searching balance for firefights.

I have took a look at tfor code and found that spawning of units is realised in two files only - funcs/func_spwaninf.sqf and funcs/func_spawnvehicle.sqf where u apply setSkill to every unit created.

What do u think about adding all keys of setSkill array to mission parameters and assigning all of them to the created units? Users will have an option to tune up parameters concerning AI skills. This will give an option to set up a balance for having firefights by individual taste.

Here are one of version of default values recommended for middle distance.

"aimingAccuracy", 0.4

"aimingShake", 0.5

"aimingSpeed", 0.4

"endurance", 0.1

"spotDistance", 0.95

"spotTime", 0.3

"courage", 0.5

"reloadSpeed", 0.5

"commanding", 0.95

"general", 0.95

With best regards.

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Bon,

Glad to see all is well and your mission is coming along smoothly.

I'm having trouble importing Mandos Missiles into the latest version.

Mandos requires these lines in the description.ext:

[color="blue"]// Description.ext file 
// Needed for Mando Missile ArmA 
#include "mando_missiles\mando_missile.h" 
// End of Needed for Mando Missile ArmA 

class RscTitles 
{ 
// Needed for Mando Missile ArmA 
#include "mando_missiles\mando_missiletitles.h" 
// End of Needed for Mando Missile ArmA 
}; 


class CfgSounds 
{ 
  sounds[] = {}; 
// Needed for Mando Missile ArmA 
#include "mando_missiles\mando_sounds.h" 
// End of Needed for Mando Missile ArmA 
};
[/color]

So the way I put them into your description.ext is this (mandos code in blue):

[color="blue"]// Needed for Mando Missile ArmA 
#include "mando_missiles\mando_missile.h" 
// End of Needed for Mando Missile ArmA[/color]
#include "bon_loadoutpresets\dialog\Common.hpp"
#include "bon_loadoutpresets\dialog\LoadoutPreset.hpp"
#include "bon_recruit_units\dialog\recruitment.hpp"
#include "bon_settings\dialog\bon_Settings.hpp"
#include "bon_artillery\dialog\Artillery.hpp"
#include "bon_rallypoints\dialog\Spawn.hpp"
#include "bon_getbackpack\dialog\getbackpack.hpp"
#include "bon_supplydrop\dialog\supply.hpp"

class Header
{
gameType=Coop;
minPlayers=1;
maxPlayers=20;
};

#include "loadscreen.hpp"
loadScreen = __EVAL(_loadscreenpicture select round random (count _loadscreenpicture - 1));
onLoadMission = __EVAL(_loadscreentext select round random (count _loadscreentext - 1));
onLoadMissionTime = false;


disabledAI=1;

respawn=3;
respawnDelay=15;
respawnDialog=true;

debriefing=false;
showGPS=true;
briefing=false;

class CfgRadio {
#include "bon_lasertargeting\cfgRadio.sqf"
};

#include "params.hpp"

class RscTitles {
   [color="blue"]// Needed for Mando Missile ArmA 
   #include "mando_missiles\mando_missiletitles.h" 
   // End of Needed for Mando Missile ArmA[/color]
class IntroDialog {
	idd = 0;
	duration=3;
	name="IntroText";
	movingEnable = false; 
	objects[] = {};
	controls[] = { IntroPicture, IntroText };

	class IntroText : HW_RscText {
		style="16+2+512";
		lineSpacing=0.950000;
		colorBackground[] = { 1, 1, 1, 0 };
		colorText[] = { 1, 1, 1, 1 };
		x = 0.975; y = 0.955;
		w = 0.25; h = 0.2;
		sizeEx = 0.025;
		text = "www.takistan-force.net";
	};

	class IntroPicture : HW_RscPicture {
		idc = 0;
		x = 1; y = 0.8;
		w = 0.2; h = 0.25;
		text = "logo.paa";
	};
};

#include "bon_crewoverlay\dialog\crewoverlay.hpp"

#include "bon_playertags\dialog\playertags.hpp"
};

[color="blue"]class CfgSounds { 
  sounds[] = {}; 
   // Needed for Mando Missile ArmA 
   #include "mando_missiles\mando_sounds.h" 
   // End of Needed for Mando Missile ArmA 
};[/color]

#include "civilians\cfgCivilianActions.hpp"

and for the init.sqf Mandos requires these lines:

[color="Blue"]
// init.sqf file 
// Mando Missisle initialization 
[false]execVM"mando_missiles\mando_missileinit.sqf";
// Wait for Mando Missile script suite initialization 
waitUntil {!isNil "mando_missile_init_done"}; 
waitUntil {mando_missile_init_done};
// Default systems setup 
[]execVM"mando_missiles\mando_setup_full.sqf";
[/color]

So I then put those lines into TFOR's init.sqf like this (mandos code in blue):

// by Bon_Inf*

startLoadingScreen ["deploying..."];

#include "config.sqf"
#include "funcs\compile_funcs.sqf"

[color="blue"]// Mando Missisle initialization 
[false]execVM"mando_missiles\mando_missileinit.sqf";

// Wait for Mando Missile script suite initialization 
waitUntil {!isNil "mando_missile_init_done"}; 
waitUntil {mando_missile_init_done};

// Default systems setup 
[]execVM"mando_missiles\mando_setup_full.sqf";[/color]

if(isNil "tfor_deathcount") then {tfor_deathcount = 0};


if(isNil "paramsArray") then{
paramsArray = [
	11, // Time of Day
	10, // max. group size
	5,  // max. missions
	16, // max death per mission
	7,  // Enemy Skill
	1,  // Number enemy Inf
	1,  // Number enemy Cars
	1,  // Number enemy Armor
	0,  // Time speedup
	2,  // Marker system
	4,  // Injury System
	15, // Dynamic Respawndelay
	2,  // rallypoints, fobs
	2,  // Ambient Civilians,
	1,  // Dynamic Weather,
	2,  // enemy Patrols
	0,  // enemy AA
	1,  // enemy Camps
	1,  // enemy reinf
	1,  // friendly reinf
	0,  // advanced aircraft
	0,  // advanced vehicles
	1,  // ieds
	0   // ACRE radios
];
};
tfor_daytime			= paramsArray select 0;
tfor_maxgroupsize		= paramsArray select 1;
tfor_maxmissions		= paramsArray select 2;
tfor_max_death_per_mission	= paramsArray select 3;
tfor_enemyskill			= (paramsArray select 4)/10;
tfor_amount_enemyinfantry	= paramsArray select 5;
tfor_amount_enemycars		= paramsArray select 6;
tfor_amount_enemytanks		= paramsArray select 7;
tfor_timespeedup		= paramsArray select 8;
tfor_markersystem		= paramsArray select 9;
tfor_injurysystem		= paramsArray select 10;
tfor_dynamic_respawn		= paramsArray select 11;
tfor_rallypoints		= paramsArray select 12;
tfor_ambient_civs		= paramsArray select 13;
tfor_dynamic_weather		= paramsArray select 14;
tfor_enemy_patrols		= paramsArray select 15;
tfor_enemy_aa			= paramsArray select 16;
tfor_enemy_camps		= paramsArray select 17;
tfor_enemy_reinforcements	= paramsArray select 18;
tfor_friendly_reinforcements	= paramsArray select 19;
tfor_adv_aircraft		= paramsArray select 20;
tfor_adv_vehicles		= paramsArray select 21;
tfor_ieds			= paramsArray select 22;
tfor_acre			= paramsArray select 23;

TFOR_INIT = true; // yay all variables set!!!


if(not isDedicated) then{WaitUntil{not isNull player}};
[] execVM "bon_artillery\bon_arti_init.sqf";
[] execVM "bon_recruit_units\init.sqf";
[] execVM "bon_loadoutpresets\bon_init_loadoutpresets.sqf";
[] execVM "bon_settings\bon_settings_init.sqf";
[] execVM "bon_lasertargeting\init.sqf";
[] execVM "bon_ieds\init.sqf";
[TFOR_TERMINAL] execVM "uav\init.sqf";
[TFOR_TERMINAL] execVM "bon_supplydrop\init.sqf";
[tfor_timespeedup] execFSM "fsm\skiptime.fsm";
[] execFSM "fsm\vehicledrivercheck.fsm";

if(tfor_dynamic_weather == 1) then {[] execFSM "fsm\dynamicweather.fsm"};

[] execVM "initserver.sqf";
[] execVM "initplayer.sqf";


endLoadingScreen;

So I do all this, but when loading into the mission I get stuck at the "deploying" screen with a white background. I'm sure it's because of the placement of these lines but I have no clue where they should be instead.

Think you could help? Thanks.

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Hi all,

@Armach

Any vehicle already placed at the base (via editor) no matter what map, is only for atmosphere. So that particularly large bases don't look that empty. They are sort of "dead objects". They are locked and don't send any updates across the network. All vehicles you are actually supposed to use has to be constructed at the respective construction site.

Regarding to the enemy precision thingy since 1.60, yes, I am aware of it and it makes me very sad. And I was playing with the idea to make general skill and precision skill of enemy AI adjustable, however, not all of the other skill types. My philosophy is to keep number mission parameters below 25.

@Zuff

Your problem is the WaitUntil command. Imo, it is a crime to have any wait/sleep/loop/whatever structure in the init.sqf. The file is to initialize scripts only (and setting variables etc.). One script requiring to wait for something else and thus delaying the initialization of another script is a no go (except for places you have to deal with locality)!

So my suggestion is to either move all the mando init stuff into an own script and just call this script from init.sqf or move it to the very end of the init.sqf (below the endloadingscreen command).

hf.

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Hey Bon, first of all I want to say that I absolutely love your mission. I even play it by myself on LAN as the sandbox-type gameplay is incredibly fun.

I've been wondering what your policy on modifications is. I've wanted to port the mission to CAA1 Sahrani and want to make sure you're okay with that.

Edited by RangerPL

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Hey Bon, first of all I want to say that I absolutely love your mission. I even play it by myself on LAN as the sandbox-type gameplay is incredibly fun.

I've been wondering what your policy on modifications is. I've wanted to port the mission to CAA1 Sahrani and want to make sure you're okay with that.

Hi,

of course, no need to ask.

I added a respective comment to the remarks in the OP in hope nobody ever would ask me for permission again. People who expect others to ask before using their stuff or have a certain policy regarding this issue should be banned from this community. :p

As long as credits are given to the original author, all is fine.

hf.

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I have two questions:

1. How can i remove tasks (investigate, clear, etc..) and leave only pilot rescue task?

2. Is new version 1.07 available for Lingor Island?

Thanks for help and missions!

S.

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Hey Bon, could you add in the next version a script for AI helicopter insertion and extraction, just like the Airfield Support by Ozzyt109?

Also, for a better imersion, would be nice to see an option to be extracted by car/truck (AI controled).

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I'm really stuck on "Cache Search". It says we're supposed to search the enemy for further hints, but all their bodies have disappeared and there aren't any still alive. There is no option to speak to local civilians either. I'm really stumped.

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I'm really stuck on "Cache Search". It says we're supposed to search the enemy for further hints, but all their bodies have disappeared and there aren't any still alive. There is no option to speak to local civilians either. I'm really stumped.

^ exactly this

We been searching for those hints like 1h and nothing , there should be some local civ or somekind informator , that should solve all problems

Also with Blackhawk down obj - the pilot should tell us where is the wreck and marked it on the map

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In the "mini-insurgency" task, enemy units drop small objects, such as files, maps, which remain next to a dead body's position even after the body disappeared. All you need to do is walk over to them and hold for 1 to 3 seconds - then check the map. I admit, those objects may be a bit difficult to spot because of their size (would be worth trying out to replace them by fairly larger objects such as suitcases...). A trick that works great here is simply to disable the grass (at least temporarily). Also the objects tend to shine bright in both sunlight and NVGs.

Nevertheless, I am going to add some detail to the task description.

Regarding to the pilot telling you where the wreck is, that's a good idea. But is it really troubling you to locate it? Cannot remember a time we didn't spot it immediately.

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Did anyone ported Tforce to Clafghan map? if yes it will be very nice to share with us :)

I ported an FHW edit of the mission to Clafghan a while ago. You can download it here: CFOR Clafghan Camp Branca FHW edit

The Clafghan map is awesome, vast, versatile with high mountains and deep valleys, a few nice locations providing an intense and authentic environment for certain scenarios. But be aware, it doesn't really collaborate with the TFOR mission, as for the mission the terrain is too bumpy and lacks of free and empty spots.

hf.

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I ported an FHW edit of the mission to Clafghan a while ago. You can download it here: CFOR Clafghan Camp Branca FHW edit

The Clafghan map is awesome, vast, versatile with high mountains and deep valleys, a few nice locations providing an intense and authentic environment for certain scenarios. But be aware, it doesn't really collaborate with the TFOR mission, as for the mission the terrain is too bumpy and lacks of free and empty spots.

hf.

Oh nice ,but shame it is not a ACE version

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Oh nice ,but shame it is not a ACE version

Rather a shame to assume everybody plays with ACE these days. You should have asked for ACE explicitly. :cool:

Anyway, added an ACE version of the Clafghan port to the archive. Didn't test it tho... download link again

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Hey Bon, great work, however, we are having some issues while playing.

Main one is the Clearing camps, we seem to have leveled (no tent, no cache, no gun) about 5 camps ranging from 300 to 2000 meters away from the AO (chak chak), but it doesn't trigger anything, and we aren't even sure if we are making any progress in it.

Another one is the mark weapons cache, we throw target, marker, and smoke on the thing but nothing triggers.

thanks ahead for the reply.

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Hi failtolawl,

guess you missed some of those evil camps. The camps are "populated" with at least 15 bad guys, that's how you can distinguish them from regular camps, and they can be located in a range of up to 1200m around the target area. Most easy to detect them would be having a commander to use the UAV. However, I am wondering if it would be best to drop this task for the next update - you are not the first one who reported being stuck on that task.

Regarding to marking the weapons cache, well, there is no such mission task. If you mean marking the fuel dump you need to be within 25m to place the strobe properly.

hf.

Hey Bon, great work, however, we are having some issues while playing.

Main one is the Clearing camps, we seem to have leveled (no tent, no cache, no gun) about 5 camps ranging from 300 to 2000 meters away from the AO (chak chak), but it doesn't trigger anything, and we aren't even sure if we are making any progress in it.

Another one is the mark weapons cache, we throw target, marker, and smoke on the thing but nothing triggers.

thanks ahead for the reply.

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Most easy to detect them would be having a commander to use the UAV. However, I am wondering if it would be best to drop this task for the next update - you are not the first one who reported being stuck on that task.

Regarding to marking the weapons cache, well, there is no such mission task. If you mean marking the fuel dump you need to be within 25m to place the strobe properly.

hf.

Hey thanks a lot, I will be sure to switch over to commander. About the cache, I did mistaken it for the fuel dump mission at the time, and I forgot that we solved that problem before I typed it.

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Hi, I'm wondering why if I pick "First Aid to..." for a certain player who's down, they always end up bleeding out from wounds and dying. If a player is down, do I just use the regular first aid or use first aid to? It seems like the AI have better luck reviving downed players sometimes.

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Sometimes the "commander assets" disappears for the commander. I think it has to do with respawning. Is this a known issue?

I can't recreate it but it happened when I airlifted the MHQ and got shot down.

Edited by cuel

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Im having a small issue with 1.07 code. When ever i look at something i have placed down in the editor i get lots of RPT spam. Base mission with no edits. I have checked it with your last build 1.06 and have no such problems. What has changed in 1.07 to cause this as the server RPT is going to get out of hand when 20 players are looking at all different objects and its just spaming the RPT like crazy.

ACE co20 TFOR 1.07 Airfield North

WARNING: Function 'name' - TFOR_TERMINAL has no unit
- network id 0:0
WARNING: Function 'name' - f2a34800# 1167: ind_shed_02_ep1.p3d has no unit
- network id 1:-1666988913
WARNING: Function 'name' - ed7810c0# 438979: hmmwv.p3d has no unit
- network id 0:0
WARNING: Function 'name' - ed7810c0# 438979: hmmwv.p3d has no unit
- network id 0:0
WARNING: Function 'name' - ed298100# 438989: mtvr_fuel.p3d has no unit
- network id 0:0

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Is there an ACE Isla Duala version floating around somewhere? I checked on the files page and didn't see one.

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