Jump to content
Sign in to follow this  
Bon

COOP 20 Takistan Force (OA)

Recommended Posts

Would it be possible to break down the slots into groups?

We'd like to use STHUD.

Thanks Bon.

Share this post


Link to post
Share on other sites

Every slot i a squadleader which can recruit own squadmates in his group.

You cant merge squadleaders into one group, if its that what you mean.

Share this post


Link to post
Share on other sites

I mean create real groups with a leader etc. A real fireteam.

I think the roles should be changed because we don't recruit AI that much (I hate them).

Am I the only one to think this? Would other teams like to use sthud with this mission?

Edited by Lonestar

Share this post


Link to post
Share on other sites
Would it be possible to break down the slots into groups?

We'd like to use STHUD.

Thanks Bon.

Well, I don't see any problem with merging the slots into groups, except that the then non-leading players could still recruit AI which then joins the players group. A neat workaround for that would be to change the units accordingly, to, lets say, medics, engineers, marksmen etc. (the ai recruitment so far is restricted to the units given).

Or change the init code from the barracks building at base from

this addAction ["<t color='#FFFFFF'>Recruit Units</t>","bon_recruit_units\open_dialog.sqf"]

to something like

this addAction ["<t color='#FFFFFF'>Recruit Units</t>","bon_recruit_units\open_dialog.sqf",[],-1,false,true,"","[color="Red"]player == leader player[/color]"]

However, the bare, "non-pboed" mission files are included, feel free to load them in the editor and group the units up as you like.

Share this post


Link to post
Share on other sites

It was merely a suggestion :)

As most of the missions use standard groups.

Thanks for the pointer Bon.

Share this post


Link to post
Share on other sites

Can we please get an ACE version of this up? The only major problem I'm having playing this version with ACE is the MHQ isn't available. Everything else has run fine.

Great job, btw, excellent mission.

EDIT: I saw Jack had made one for 1.1, any chance of one being made for 1.3?

Also, I can't get supply drops to work. My buddy requests them, I grant them at the UAV, but nothing ever comes.

Edited by zuff

Share this post


Link to post
Share on other sites

I was able to get the mission running with ACE 1.6 final by simply turning the ACE flag to true in config.sqf. The MHQ worked fine. Our armor driver was complaining about bugs in the non-ACE version of the Stryker MGS, but that is easily modded as well.

Share this post


Link to post
Share on other sites

Bon, if I am using a different island and I want it to find a mission location farther out to use more of the map do I change these values? 800 and 2000?

_nextclosest_locations = _nextclosest_locations - nearestLocations [getMarkerPos format["respawn_%1",tfor_friendly_side],["Name","NameVillage","NameCity","NameCityCapital"],800];

if(isNil "_location") then{

_location = _nextclosest_locations call getRandomElement;

} else {

_found = false;

{

if(position _x distance position _location < 2000) exitWith {_found = true; _location = _x};

Thanks

Share this post


Link to post
Share on other sites
Bon, if I am using a different island and I want it to find a mission location farther out to use more of the map do I change these values? 800 and 2000?

_nextclosest_locations = _nextclosest_locations - nearestLocations [getMarkerPos format["respawn_%1",tfor_friendly_side],["Name","NameVillage","NameCity","NameCityCapital"],800];

if(isNil "_location") then{

_location = _nextclosest_locations call getRandomElement;

} else {

_found = false;

{

if(position _x distance position _location < 2000) exitWith {_found = true; _location = _x};

Thanks

Give it a try, I doubt you can break anything by changing those numbers anyway.

But I suggest you play with the "tfor_maxmissions" value first before changing this part of code (in MP its set by mission parameter (paramsArray select 2), in SP its set in the init.sqf).

What happens in the code you are looking at here is the partitioning of the island locations depending on the tfor_maxmissions value (which is, actually, just the number of partitions). The lower this value, the less partitions of locations will exist, hence the locations picked will be farther away from each other.

Share this post


Link to post
Share on other sites

First i would like to congratulate you bon on one of the most amazing coops ive ever played. Truly since ive got it me and my freinds have been playing it alot.

the problem im having probly is something on my end and not yours but any advice from anyone on how to fix it would be great because its rather..frustrating it regards the xray yankee coordinates on the map.

if i select the commander role i have the xray yankee coordinates however..any other role i select rather it be squad leader, pilot, special forces. my xray and yankee coordinates are gone there not visible on my map were there suppose to be and ive failed at any attempt to try and figure out why there not there. this can be rather frustrating as without those coordinates i cannot call in artillery when im in the field any help from anyone would be greatly appreciated.

Share this post


Link to post
Share on other sites

Thanks Bon I will give that a try, ported to Duala and Lingor had a hell of a tough fight in all that jungle of Lingor! Lots of Fun!

This is top notch missions and scripting!

Share this post


Link to post
Share on other sites

hello bon

its me, your fanboy! :p

i have a problem.

i added an a-10 with the same init like the ah64. but with my own texture. (this setObjectTexture). spawn time: 320 instead of 600

both aircrafts still there if i deactivate the parameter "Advanced Aircraft"

do you have any idea?

i use the up to date ACE client from sixupdater.

greetings from switzerland

Share this post


Link to post
Share on other sites
Thanks Bon I will give that a try, ported to Duala and Lingor had a hell of a tough fight in all that jungle of Lingor! Lots of Fun!

This is top notch missions and scripting!

any chance to get the ports to lingor from you? :P

Share this post


Link to post
Share on other sites
First i would like to congratulate you bon on one of the most amazing coops ive ever played. Truly since ive got it me and my freinds have been playing it alot.

the problem im having probly is something on my end and not yours but any advice from anyone on how to fix it would be great because its rather..frustrating it regards the xray yankee coordinates on the map.

if i select the commander role i have the xray yankee coordinates however..any other role i select rather it be squad leader, pilot, special forces. my xray and yankee coordinates are gone there not visible on my map were there suppose to be and ive failed at any attempt to try and figure out why there not there. this can be rather frustrating as without those coordinates i cannot call in artillery when im in the field any help from anyone would be greatly appreciated.

Strange. sounds more like a bug than your fault. Can't imagine what a player can do wrong at this point. However, I can't manage to reproduce this problem. It's all working fine for me - I always get the coordinates displayed no matter what class I am playing...

hello bon

i have a problem.

i added an a-10 with the same init like the ah64. but with my own texture. (this setObjectTexture). spawn time: 320 instead of 600

both aircrafts still there if i deactivate the parameter "Advanced Aircraft"

do you have any idea?

i use the up to date ACE client from sixupdater.

Did you check the list tfor_advanced_aircraft_list in the config.sqf? That's the types and kinds of vehicles that can be disabled by mission parameter. When you use an ACE vehicle, it is probably not covered there.

Thanks Bon I will give that a try, ported to Duala and Lingor had a hell of a tough fight in all that jungle of Lingor! Lots of Fun!

This is top notch missions and scripting!

+1 for those ports to share with us :)

And thanks for the flowers all of you. :yay:

Share this post


Link to post
Share on other sites

Thanks for a real good mission! We enjoy it a lot over at NoPryl of Norway. Joint Ops FTW!

I wonder if you have any plans making this for other islands?

Chernarus Force? Cfor (C4?!), or even Sahrani Force?

But again thanks a bunch for hours of intense fun!

Share this post


Link to post
Share on other sites

Are there any plans for a "PMC" edition? It could focus on smaller and less intense missions where one should not expect to face enemy tanks or helicopters. More escort type missions would be appropriate for PMC units.

Share this post


Link to post
Share on other sites
Are there any plans for a "PMC" edition? It could focus on smaller and less intense missions where one should not expect to face enemy tanks or helicopters. More escort type missions would be appropriate for PMC units.

+1 for this.

Share this post


Link to post
Share on other sites
Are there any plans for a "PMC" edition? It could focus on smaller and less intense missions where one should not expect to face enemy tanks or helicopters. More escort type missions would be appropriate for PMC units.

Hehe, I'm sorry fellas, but to express it in a diplomatic manner, I am not a big fan of this PMC thingy. I won't reason that as I don't want any discussion here, however, me, will never make any missions requiring those PMC units.

Nevertheless, hf.

Edited by Bon

Share this post


Link to post
Share on other sites

Couple of bugs:

If a pilot dies and respawns any AI he hires dies as soon as they are processed. It fixes if you pick another pilot slot at the lobby.

It also could be just a certain pilot slot. I've heard reports it's only in the third pilot slot.

Crew Chief is considered a "pilot only" position. So if you try to get AI to board in it that aren't pilot they get kicked out and left behind since they won't take a "seat in the back"

Also, is there a way you can remove the pilot limitation or make a certain version without it?

And when you customize the mission you provided the MHQ never shows up. ACE on or off.

Loving the map though. Having a blast.

Share this post


Link to post
Share on other sites
Couple of bugs:

If a pilot dies and respawns any AI he hires dies as soon as they are processed. It fixes if you pick another pilot slot at the lobby.

It also could be just a certain pilot slot. I've heard reports it's only in the third pilot slot.

Ok I never heared about it, and it took me just a full hour to test in all kinds of situations and settings, tried to reproduce the problem on all versions, for all pilot slots, both on local hosted as well as on dedicated environment. It's all working fine.

Crew Chief is considered a "pilot only" position. So if you try to get AI to board in it that aren't pilot they get kicked out and left behind since they won't take a "seat in the back"

Also, is there a way you can remove the pilot limitation or make a certain version without it?

This is not a bug but intended and has been discussed at least twice in this thread.

Check the config.sqf for the lines:

tfor_pilots = ["US_Soldier_Pilot_EP1","US_Pilot_Light_EP1",...];

tfor_crewmen = ["US_Soldier_Crew_EP1",...];

in the MISC section. Remove all entries from the lists to remove the limitation of both tanks/apcs and helicopters. The pilot/crewman restriction is a basic aspect in TFOR and will never be changed or removed in an official version.

And when you customize the mission you provided the MHQ never shows up. ACE on or off.

Ok I just started each edition of the mission in the editor, and in all cases the MHQ spawned properly. Maybe I misunderstood what you were saying?

I'm wondering if you could make an ACE version that includes all the ACE equipments and effects?

One of my main problems with ACE is, that it simply has too many features, I feel it way overloaded (where, of course, that's exactly what others appreciate, so no point on discussion, it's a matter of taste). I downloaded ACE recently in order to create an ACE edition, just for the good willing, and started to gather all the equipment ACE provides. I gave up after about half an hour. So many weapons, so many items, so many vehicles, units....

I refuse to deal with that, there's no challenge in doing it, no fun, and I'd never play an ACE edition of this mission anyway.

Besides, I just don't understand why people don't do it on their own:

- Load the respective mission in the editor, you find the unpacked files in the archive.

- Replace all units you like, but keep the init code.

- The weapon crate content is defined in a script called 'ammocrate_filler.sqf' and is more or less intuitive, too.

- And in case of any problems you may encounter I'd love to help, either in this thread or via PM.

Bottom line: can't expect an ACE edition from me. Sorry.

And for every ACE dev who just read this, no offense, you're doing a great job.

Edited by Bon

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×