Bon 12 Posted February 6, 2011 I'm having issues getting the MHQ spawning in North Takistan mission. It'll spawn in Zargabad, but not Takistan. I can still access the construction interface around where the MHQ is supposed to spawn, but there's no vehicle there. Hi JuggernautOfWar, you probably mean this bug: http://dev-heaven.net/issues/17404 The fix I posted in post #174. Regarding to changing a class dynamically is something I took distance from in Armed Assault already. Days of work resulted in only headaches and frustration. hf. Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted February 6, 2011 (edited) Uhh that didn't work. I realize it's also on Zargabad and all the other maps too. No MHQ makes me sad. :( Just to be clear, when extracting the mission from the archive why do I have a folder titled "missions" with more folders inside as well as having eight individual .pbo files by themselves? Edited February 6, 2011 by JuggernautOfWar Share this post Link to post Share on other sites
WallyJas 10 Posted February 8, 2011 (edited) Hi guys, I was hoping someone could help me with customising one of the TFOR missions? My scripting is shit, even though I know my way around the editor well. In the 'bringtruck' mission I would simply like an AI to spawn in the truck and drive it to the destination. I like playing in SP and really need an AI to get the truck to the destination whilst I protect it. I've looked at the scripting in the stop convoy mission and tried to copy some of that across but I'm not winning unfortunately. Can any one please advise? Thanks. Edited February 8, 2011 by WallyJas Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted February 8, 2011 Just to be clear, when extracting the mission from the archive why do I have a folder titled "missions" with more folders inside as well as having eight individual .pbo files by themselves? I ask this because all other missions you just plop down the .pbo file but with this one there's .pbo files as well as folders full of stuff. What do? Share this post Link to post Share on other sites
Bon 12 Posted February 8, 2011 Uhh that didn't work. I realize it's also on Zargabad and all the other maps too. No MHQ makes me sad. :(Just to be clear, when extracting the mission from the archive why do I have a folder titled "missions" with more folders inside as well as having eight individual .pbo files by themselves? And yet, the fix works fine. Just add a WaitUntil{not isNil "tfor_mhqtype"}; to the very top of the scripts\mhq.sqf. Will be done in the next version, but just for now you have to do it yourself - I won't release anything new until the changelog is a bit longer and the next game patch comes out. The archive contains the missions in both formats, packed as .pbo you use to play with and the missions un-pbo'ed, so that you can load them in the editor and edit them without unpacking the .pbo files first. Nothing more. In the 'bringtruck' mission I would simply like an AI to spawn in the truck and drive it to the destination. I like playing in SP and really need an AI to get the truck to the destination whilst I protect it. I've looked at the scripting in the stop convoy mission and tried to copy some of that across but I'm not winning unfortunately. Can any one please advise? Thanks. Hey mate, one question: wouldn't it just be enough to recruit an AI, let her mount the truck and give her a waypoint? So you don't need to drive the truck by yourself but remain in control of it. An additional AI driver not part of your group that drives the truck autonomously would cause more trouble than it would help I'm pretty sure. hf. Share this post Link to post Share on other sites
mosh 0 Posted February 9, 2011 (edited) Glad you're still going to work on it, it's a great mission as is though. :) I was just messing around looking at some of the awesome islands available, merging your missions with them, and came up with this... http://dev-heaven.net/attachments/download/10729/tfor_ports_M.zip All credit goes to Bon, all I did was move stuff around and edit a few files... and learned a lot in the process. Thanks. 02/08/2011 *COOP 20 Takistan Force (OA)* by Bon http://forums.bistudio.com/showthread.php?t=103813 _ports by Mosh_ co20_tfor_M (port by Mosh) co@20_tfor_M (addons, port by Mosh) co20_ACE_tfor_M (ACE used, port by Mosh) co@20_ACE_tfor_M (addons & ACE used, port by Mosh) Islands that work well Celle Fallujah FDF_Isle1_a isladuala IsolaDiCapraia Japahto lingor MBG_Kellu namalsk Panthera2 queshkibrul Sara Sbrodj Thirsk ThirskW torabora Yapal Islands that don't work so well jadegroove kulima plr_mana razoreniya Files changed from Bon's version 1.04 config.sgf desription.ext initplayer.sqf (Bon's ACE fix) scripts\ammocrate_filler.sqf scripts\enemy_camps.sqf (Bon's fix) scripts\saveloadout.sqf (Bon's ACE fix) scripts\mhq (Bon's fix) bon_recruit_units\recruitable_units.sqf Files changed for my own preset loadouts... not quite finished, but working bon_loadoutpresets\presets bon_loadoutpresets\presets_mosh_loadout.sqf bon_loadoutpresets\bon_init_loadoutpresets.sqf My versions (wip) Duala co20_tfor_M co@20_tfor_M (@duala_units) co20_ACE_tfor_M co@20_ACE_tfor_M (@duala_units) Lingor co20_tfor_M co@20_tfor_M (@lingor_units) co20_ACE_tfor_M co@20_ACE_tfor_M (@lingor_units) co@20_ACE_tfor_M_Predator (@lingor_units,@predator) Celle co20_tfor_M Fallujah co20_tfor_M FDF_Isle1_a co20_tfor_M IsolaDiCapraia co20_tfor_M Japahto co20_tfor_M MBG_Kellu co20_tfor_M namalsk co20_tfor_M Panthera2 co20_tfor_M queshkibrul co20_tfor_M Sara co20_tfor_M Sbrodj co20_tfor_M Thirsk co20_tfor_M ThirskW co20_tfor_M torabora co20_tfor_M Yapal co20_tfor_M Not everything is finished on a couple maps, but I do plan on updating them all again, and adding more islands... but for now I'd rather share and let others enjoy them to do with as they please, just remember to give Bon proper credit. Edited February 9, 2011 by Mosh stuff Share this post Link to post Share on other sites
WallyJas 10 Posted February 9, 2011 Hey mate, one question: wouldn't it just be enough to recruit an AI, let her mount the truck and give her a waypoint? So you don't need to drive the truck by yourself but remain in control of it. An additional AI driver not part of your group that drives the truck autonomously would cause more trouble than it would help I'm pretty sure. hf. Thanks for your fast reply Bon. Yeah that is one way you're right, but it's a bit of mucking around each time telling the unit to 'get in', 'move to' etc. I'm playing as a pilot in my SP mission so if it's possible I would prefer to have the truck (convoy) move autonomously so all I have to do is guard them. :) Any tips please mate? Share this post Link to post Share on other sites
Bon 12 Posted February 9, 2011 @Mosh: Wow, 17 ports. This is so cool mate, really appreciate it. You mind me adding the file to the Files list on the TFOR project page? @Jas: In the bringtruck mission file, you have the following code: _truck = tfor_bringtruck_truck createVehicle getMarkerPos format["respawn_%1",tfor_friendly_side]; _truck setVariable ["tfor_nolifting",true,true]; [_truck] spawn tfor_cleanup_after_mission; Now what I'd do is to extend it like this: _truck = tfor_bringtruck_truck createVehicle getMarkerPos format["respawn_%1",tfor_friendly_side]; _truck setVariable ["tfor_nolifting",true,true]; [color="Blue"]_truckdriver = leader ([tfor_friendly_side,1,position _truck,0] call spawnInf); _truckdriver moveindriver _truck; _wp = (group _truckdriver) addWaypoint [position _location,0]; _wp setWaypointBehaviour "CARELESS";[/color] [_truck[color="Blue"],_truckdriver[/color]] spawn tfor_cleanup_after_mission; Blue stuff has been added. Maybe the "... call spawnInf" line needs some explanation, details will follow soon in the wiki. The rest is pretty intuitive imo. hf. Share this post Link to post Share on other sites
mosh 0 Posted February 9, 2011 @Mosh: Wow, 17 ports. This is so cool mate, really appreciate it. You mind me adding the file to the Files list on the TFOR project page? Of course I don't mind, do as you please with them. :) Thanks again. Share this post Link to post Share on other sites
Shad0wCatcher 10 Posted February 9, 2011 Thanks for the ports Mosh. And thanks for making this kickass mission Bon Share this post Link to post Share on other sites
WallyJas 10 Posted February 10, 2011 (edited) That's all awesome thanks Bon. I wouldn't be able to come up with it myself but I can certainly understand everything you've written. Thanks heaps. I was hoping for help on one more issue. I am wanting to have an escort vehicle with a gunner. I've added the below code to what you gave me and the driver wouldn't go to his waypoint. _truckgunner = leader ([tfor_friendly_side,1,position _truck,0] call spawnInf); _truckgunner moveingunner _truck; I figured the error was caused because I had two 'leaders' so I changed the code to the below, with soldier instead of leader but now I don't get a gunner. _truckgunner = soldier ([tfor_friendly_side,1,position _truck,0] call spawnInf); _truckgunner moveingunner _truck; Can you please advise as to what I need to do? Cheers, Jas Edited February 10, 2011 by WallyJas Share this post Link to post Share on other sites
Bon 12 Posted February 10, 2011 (edited) An ammotruck has no gunner seat. No, seriously. You want to: 1. spawn an escort vehicle, 2. spawn two units of the same group as the truck driver, 3. put these into driver and gunner seat of the escort vehicle. That's covered by all Editing and Scripting Guides I know of. Come on WallJas, do some research and try it yourself. I know you can do it. And whenever you (or everyone else) needs scripting help for non-trivial and TFOR-related problems, best would be to register on dev-heaven.net and create a "Support Issue". Such are easier to track and search than it would be for certain posts in this thread (let's say, for people who may have similar problems in the future). Thank you. hf. Edited February 10, 2011 by Bon Share this post Link to post Share on other sites
WallyJas 10 Posted February 10, 2011 Hey Bon, My mistake for not being more specific. I have changed the vehicle in the configuration to a Hummer. Actually I've added two more trucks to the convoy as well an escort vehicle. Which I figured out by looking at the example you gave me and I also borrowed code from the 'stop convoy' mission as well. I'm not completely usless as you are kind of suggesting, nor am I lazy, it's just the specific coding that I have trouble with. I did try looking up other examples in your mission code as well as searching on the forums and wiki, buty trouble is what do I search for? I honestly didn't feel I was wasting yours or anyone elses time by asking that simple question, better in the forum than via a PM right. I'll do what you've suggested and trawl through the editing guides. Thanks for your help. Jas Share this post Link to post Share on other sites
Chaostika7-17th 10 Posted February 11, 2011 (edited) howdy bon, will there be "ports" of 'COOP 20 Takistan Force (OA)' or 'Hunt Waldo' for the islands duala, lingor and or fallujah in the future?!!? edit: just saw that Mosh already did that *caugh*....thx m8, very much appreciated. again for your work with this mission bon and mosh 4 da islands ports....good job u 2 soldiers and keep up the good worknice WE @ll Edited February 11, 2011 by Chaostika7-17th Share this post Link to post Share on other sites
Sleep 10 Posted February 12, 2011 We seem to be having problems finishing missions on the custom maps Share this post Link to post Share on other sites
mosh 0 Posted February 12, 2011 Sleep;1853950']We seem to be having problems finishing missions on the custom maps If they are the ones I edited' date=' please report them here. I don't want to bother Bon with issues from my ports. I'll look more into it, most were just quickly done... but should still work fine. Thanks. Share this post Link to post Share on other sites
todayskiller 10 Posted February 13, 2011 Awesome Missions!...Keep up the good work! :). Share this post Link to post Share on other sites
Chaostika7-17th 10 Posted February 13, 2011 Sleep;1853950']We seem to be having problems finishing missions on the custom maps yes, same here....us too tonight...will post @ devheaven mosh Share this post Link to post Share on other sites
mosh 0 Posted February 13, 2011 Yeah I'm beginning to see a few of the custom islands don't work so well, but Lingor, Duala, and a few others should be working well. I think some missions just don't work well on certain islands... I'll see what I can do, or maybe just take a few islands out. Share this post Link to post Share on other sites
oldbear 390 Posted February 13, 2011 We, at Clan ADO, are enjoying TFor gameplay and playing it rather often. As an Clan ADO map-maker, I am proud to have the mission ported to [ADO] maps such as Sbrodj, Quesh or Yapal, even if I am thinking [ADO] Tropica will be a better playground for the mission ^^. I am deeply concerned by mission malfunctions on our terrains/islands, so it will be great to have reports about what's going wrong on the [ADO] terrains/islands . Share this post Link to post Share on other sites
WallyJas 10 Posted February 18, 2011 Is anyone having issues with missions not spawning in Zargabad? In TFOR Zargabad the missions are mainly spawning in the smaller towns around Zarg, I think I have only ever had one mission (in about 50) spawn in the capital city. I've double checked the mission manager file to make sure that the server radius is ok and that 'NameCityCapital' is included but still nothing. Any one else having troubles with this or is it just me? :j: Share this post Link to post Share on other sites
todayskiller 10 Posted February 18, 2011 WallyJas, I haven't had any of those problems...But I do have some to report. 1. I was playing with a friend of mine, and when he would die and respawn, then try to recruit units...They would die in about 3-5 seconds...so he would have to quit and rejoin, which it would still happen from time to time. 2. The FOB's are getting placed way off the map and everything is bugged and nothing works except you being able to get into vehicles. Share this post Link to post Share on other sites
Bon 12 Posted February 18, 2011 In TFOR Zargabad the missions are mainly spawning in the smaller towns around Zarg, I think I have only ever had one mission (in about 50) spawn in the capital city. Lucky you :p For me in 9 out of 10 games the second mission takes place in Zargabad, where I'd prefer to have the missions take place in the outskirts... 1. I was playing with a friend of mine, and when he would die and respawn, then try to recruit units...They would die in about 3-5 seconds...so he would have to quit and rejoin, which it would still happen from time to time. 2. The FOB's are getting placed way off the map and everything is bugged and nothing works except you being able to get into vehicles. Thanks for the hint. 1. Had this problem once. Recruited units die automatically when there is no human player in their group anymore. So it is probably an initialization problem with the player's own unit, or the "isPlayer" command acts unreliably, I don't know... 2. The FOBs spawn in a radius 2000m to 3000m around the mission objectives, sometimes it might occur its placed outside of the map. In case you don't have actions to access the ammocrate or recruit units, just walk around it a bit, there is always a small spot where the actions pop up. hf. Share this post Link to post Share on other sites
todayskiller 10 Posted February 19, 2011 Lucky you :pFor me in 9 out of 10 games the second mission takes place in Zargabad, where I'd prefer to have the missions take place in the outskirts... Thanks for the hint. 1. Had this problem once. Recruited units die automatically when there is no human player in their group anymore. So it is probably an initialization problem with the player's own unit, or the "isPlayer" command acts unreliably, I don't know... 2. The FOBs spawn in a radius 2000m to 3000m around the mission objectives, sometimes it might occur its placed outside of the map. In case you don't have actions to access the ammocrate or recruit units, just walk around it a bit, there is always a small spot where the actions pop up. hf. Alright, thanks for the info...Besides those small issues I had, this mission/mod is great! Share this post Link to post Share on other sites
WallyJas 10 Posted February 19, 2011 (edited) I've had a 'longer' look at it all and noticed that Bon has used the 'respawn west' marker (at the base) as the server centre for the map (in Waldo he used the Server Game Logic) and he has given it a 20,000 radius. So what I did was place a new marker (and of course updated the reference in the mission manager) right in the centre of the Zargabad map (centre of Zargabad city) and then gave it a 3000 radius. I am finding that I am getting a much better spread of missions across the whole of the map now. I hope some one finds this of use. :) Edited February 19, 2011 by WallyJas Share this post Link to post Share on other sites