KC Grimes 79 Posted August 24, 2010 (edited) Looks like the Main Target spawns, and a few troops, but nothing else like the camps or tower. You must not have deleted the right lines. It's working just fine for me, everything is normal but without the fire bases. Edit: Should be this text that gets deleted- x_server\x_createmaintarget.sqf d_delfirebase_objects = []; #ifndef __TT__ _baseran = floor (random 4); if (_baseran < 1) then {_baseran = 1}; for "_xxx" from 1 to _baseran do { _point = [_trg_center, _radius] call XfGetRanPointCircleBig; if (isOnRoad _point) then {_point = []}; _ccc = 0; while {count _point == 0 && _ccc < 100} do { _point = [_trg_center, _radius] call XfGetRanPointCircleBig; if (isOnRoad _point) then {_point = []}; __INC(_ccc); sleep 0.01; }; if (count _point > 0) then { _fbobjs = [_point, random 360, d_firebase] call BI_fnc_objectMapper; sleep 0.1; { if (!(_x isKindOf "Air") && !(_x isKindOf "Car") && !(_x isKindOf "Tank")) then {d_delfirebase_objects set [count d_delfirebase_objects, _x]}; __addDead(_x) } forEach _fbobjs; sleep 0.1; _dgrp = [d_side_enemy] call x_creategroup; _unit_array = ["basic", d_enemy_side] call x_getunitliste; [_point, (_unit_array select 0), _dgrp,true] spawn x_makemgroup; sleep 0.4; [_dgrp, _point] spawn BI_fnc_taskDefend; }; sleep 0.5; }; #endif if (random 1 > 0.6) then { _point = [_trg_center, _radius] call XfGetRanPointCircleBig; if (isOnRoad _point) then {_point = []}; _ccc = 0; while {count _point == 0 && _ccc < 100} do { _point = [_trg_center, _radius] call XfGetRanPointCircleBig; if (isOnRoad _point) then {_point = []}; __INC(_ccc); sleep 0.01; }; if (count _point > 0) then { _mg = createVehicle ["Mass_grave", _point, [], 0, "NONE"]; d_delfirebase_objects set [count d_delfirebase_objects, _mg]; }; }; sleep 0.01; for "_xx" from 0 to (count _type_list_patrol - 1) do { _typeidx = _type_list_patrol select _xx; _nums = call compile format ["_number_%1_patrol", _typeidx select 0]; if (_nums > 0) then { for "_xxx" from 1 to _nums do { _wp_ran = (count _wp_array) call XfRandomFloor; _shandle = [_typeidx select 0, [_wp_array select _wp_ran], _trg_center, _typeidx select 1, if ((_typeidx select 0) in ["basic","specops"]) then {"patrol2mt"} else {"patrol"},d_enemy_side,0,-1.111,[_trg_center, _radius]] spawn x_makegroup; _wp_array set [_wp_ran, -1]; _wp_array = _wp_array - [-1]; waitUntil {scriptDone _shandle}; sleep 0.4; }; }; }; i_server.sqf d_firebase = #ifndef __OA__ if (d_enemy_side == "EAST") then {"Firebase1_RU"} else {"Firebase1_US"}; #else if (d_enemy_side == "EAST") then {"Firebase1_TK_EP1"} else {"Firebase1_US_EP1"}; #endif Edited August 24, 2010 by Grimes [3rd ID] Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 24, 2010 Here is what I have (note that I only made a TK one, as I'm only supporting the west version): i_server.sqf: d_mortarbase = call compile preprocessFileLineNumbers "x_server\x_f\compositions\Mortar_Station_TK.sqf"; d_firebase = ...... x_server\x_createmaintarget (basically the same as for d_firebase): _baseran = floor (random 5); //[color="Red"]You may want to lower this for normal sized targets![/color] if (_baseran < 2) then {_baseran = 2}; for "_xxx" from 1 to _baseran do { _point = [_trg_center, _radius] call XfGetRanPointCircleBig; if (isOnRoad _point) then {_point = []}; _ccc = 0; while {count _point == 0 && _ccc < 100} do { _point = [_trg_center, _radius] call XfGetRanPointCircleBig; if (isOnRoad _point) then {_point = []}; __INC(_ccc); sleep 0.01; }; if (count _point > 0) then { _dir = -120 + ([_point,_current_target_pos] call XfDirToObj); _fbobjs = [_point, _dir, d_mortarbase] call BI_fnc_objectMapper; // _fbobjs = [_point, random 360, d_mortarbase] call BI_fnc_objectMapper; sleep 0.1; { if (!(_x isKindOf "Air") && !(_x isKindOf "Car") && !(_x isKindOf "Tank")) then {d_delfirebase_objects set [count d_delfirebase_objects, _x]}; __addDead(_x) } forEach _fbobjs; sleep 0.1; _dgrp = [d_side_enemy] call x_creategroup; _unit_array = ["basic", d_enemy_side] call x_getunitliste; [_point, (_unit_array select 0), _dgrp,true] spawn x_makemgroup; sleep 0.4; [_dgrp, _point] spawn BI_fnc_taskDefend; }; sleep 0.5; }; You can use the full random direction if you want (take away the comments and comment out the other line), but I prefer some directional sense based on center of target, so they always face "outwards" (why have KORDs pointing "home"?). For that I use the function XfDirToObj, defined in x_common\x_f\x_functions1.sqf: // direction from one object to another // parameters: object1, object2 // example: _dir = [tank1, apc1] call XfDirToObj; XfDirToObj = { private ["_o1","_o2","_deg"]; //Now supports objects as well as position arrays _o1 = if (typeName (_this select 0) != "ARRAY") then {getPos (_this select 0)} else {_this select 0}; _o2 = if (typeName (_this select 1) != "ARRAY") then {getPos (_this select 1)} else {_this select 1}; _deg = ((_o2 select 0) - (_o1 select 0)) atan2 ((_o2 select 1) - (_o1 select 1)); if (_deg < 0) then {_deg = _deg + 360}; _deg }; I can't remember if I rewrote this or this is what's already there. x_server\x_f\fn_objectMapper.sqf: #include "x_setup.sqf" /* File: objectMapper.sqf Author: Joris-Jan van 't Land Description: Takes an array of data about a dynamic object template and creates the objects. Parameter(s): _this select 0: position of the template - Array [X, Y, Z] _this select 1: azimuth of the template in degrees - Number _this select 2: objects for the template - Array / composition class - String / tag list - Array _this select 3: (optional) randomizer value (how much chance each object has of being created. 0.0 is 100% chance) - Number Returns: Created objects (Array) */ if ((count _this) < 3) exitWith {[]}; private ["_pos", "_azi", "_objs", "_rdm", "_replace"]; _pos = _this select 0; _azi = _this select 1; _objs = _this select 2; _rdm = if ((count _this) > 3) then {_this select 3} else {0}; _replace = if ((count _this) > 4) then {_this select 4} else {[]}; if ((typeName _pos) != (typeName [])) exitWith {[]}; if ((typeName _azi) != (typeName 0)) exitWith {[]}; if (!((typeName _objs) in [(typeName ""), (typeName [])])) exitWith {[]}; if ((typeName _rdm) != (typeName 0)) exitWith {[]}; if ((_rdm < 0.0) || (_rdm > 1.0)) exitWith {[]}; private ["_newObjs"]; private ["_cfgObjectComps", "_script"]; _cfgObjectComps = configFile >> "CfgObjectCompositions"; if ((typeName _objs) == (typeName "")) then { _script = getText(_cfgObjectComps >> _objs >> "objectScript"); _objs = []; } else { private ["_testSample"]; _testSample = _objs select 0; if ((typeName _testSample) != (typeName [])) then { private ["_queryTags"]; _queryTags = +_objs; _objs = []; private ["_candidates"]; _candidates = []; for "_i" from 0 to ((count _cfgObjectComps) - 1) do { private ["_candidate", "_candidateTags"]; _candidate = _cfgObjectComps select _i; _candidateTags = getArray(_candidate >> "tags"); if (({_x in _candidateTags} count _queryTags) == (count _queryTags)) then { _candidates set [count _candidates, getText(_candidate >> "objectScript")]; }; }; _script = _candidates select (floor (random (count _candidates))); }; }; if (!isNil "_script") then {_objs = call (compile (preprocessFileLineNumbers _script))}; if ((count _objs) == 0) exitWith {[]}; if (count _replace > 0) then { for "_i" from 0 to (count _objs) - 1 do { _ob = _objs select _i; if (_ob select 0 == (_replace select 0)) exitWith {_ob set [0, _replace select 1]}; }; }; _newObjs = []; private ["_posX", "_posY"]; _posX = _pos select 0; _posY = _pos select 1; private ["_multiplyMatrixFunc"]; _multiplyMatrixFunc = { private ["_array1", "_array2", "_result"]; _array1 = _this select 0; _array2 = _this select 1; _result = [ (((_array1 select 0) select 0) * (_array2 select 0)) + (((_array1 select 0) select 1) * (_array2 select 1)), (((_array1 select 1) select 0) * (_array2 select 0)) + (((_array1 select 1) select 1) * (_array2 select 1)) ]; _result }; for "_i" from 0 to ((count _objs) - 1) do { if ((random 1) > _rdm) then { private ["_obj", "_type", "_relPos", "_azimuth", "_fuel", "_damage", "_newObj"]; _obj = _objs select _i; _type = _obj select 0; _relPos = _obj select 1; _azimuth = _obj select 2; if ((count _obj) > 3) then {_fuel = _obj select 3}; if ((count _obj) > 4) then {_damage = _obj select 4}; private ["_rotMatrix", "_newRelPos", "_newPos"]; _rotMatrix = [ [cos _azi, sin _azi], [-(sin _azi), cos _azi] ]; _newRelPos = [_rotMatrix, _relPos] call _multiplyMatrixFunc; private ["_z"]; if ((count _relPos) > 2) then {_z = _relPos select 2} else {_z = 0}; _newPos = [_posX + (_newRelPos select 0), _posY + (_newRelPos select 1), _z]; _newObj = createVehicle [_type, _newPos, [], 0, "NONE"]; _newObj setDir (_azi + _azimuth); _newObj setPos _newPos; #ifndef __ACE__ if ((getNumber(configFile >> "CfgVehicles" >> _type >> "ARTY_IsArtyVehicle")) == 1) then { switch (_type) do { case "MLRS": { _newObj removeMagazine "12Rnd_MLRS"; _newObj addMagazine "ARTY_12Rnd_227mmHE_M270"; }; case "GRAD_RU": { _newObj removeMagazine "40Rnd_GRAD"; _newObj addMagazine "ARTY_40Rnd_120mmHE_BM21"; }; case "MLRS_DES_EP1": { _newObj removeMagazine "12Rnd_MLRS"; _newObj addMagazine "ARTY_12Rnd_227mmHE_M270"; }; case "GRAD_TK_EP1": { _newObj removeMagazine "40Rnd_GRAD"; _newObj addMagazine "ARTY_40Rnd_120mmHE_BM21"; }; }; ["d_bi_a_v", _newObj] call XNetCallEvent; }; #endif if (!isNil "_fuel") then {_newObj setFuel _fuel}; if (!isNil "_damage") then {_newObj setDamage _damage}; _newObjs set [count _newObjs, _newObj]; }; }; _newObjs Also here, I'm not sure if I had to rewrite anything in it. I may have done it and reverted back to the original, not sure. Note that this (Xenos or mine) is a modified version of the original. And finally, the mortar contents (don't laugh :)), under x_server\x_f\compositions\Mortar_Station_TK.sqf (new directory): private ["_objs"]; _objs = [ ["2b14_82mm_TK_EP1",[-3.09229,-0.326416,-0.0750122],270,1,0,{}], ["2b14_82mm_TK_EP1",[-0.341797,3.20801,-0.0750122],0,1,0,{}], ["Land_Barrel_sand",[1.07129,-3.80078,0],183.163,1,0,{}], ["Land_Barrel_sand",[0.00585938,-4.36804,0],122.953,1,0,{}], ["Land_fort_bagfence_corner",[3.29346,4.19067,0],180.193,1,0,{}], ["KORD_high_TK_EP1",[3.13379,3.56958,-0.0750122],53.1325,1,0,{}], ["Land_Barrel_sand",[1.2998,-4.66443,0],175.065,1,0,{}], ["Land_fort_bagfence_corner",[-0.655273,5.66553,0],132.181,1,0,{}], ["Land_fort_bagfence_corner",[-5.67578,-0.650024,0],41.2419,1,0,{}], ["Land_fort_bagfence_corner",[-4.50439,3.62402,0],89.931,1,0,{}], ["KORD_high_TK_EP1",[-3.77344,-3.54834,-0.0750122],231.403,1,0,{}], ["Land_fort_bagfence_corner",[-3.86377,-4.56482,0],0.766291,1,0,{}], ["Land_Barrel_sand",[-0.319336,-5.35742,0],137.546,1,0,{}], ["Land_transport_crates_EP1",[5.72266,1.17236,0],0,1,0,{}], ["Land_Barrel_sand",[0.539551,-6.09912,0],345.578,1,0,{}] ]; _objs This was just to test a concept that proved to work pretty good, so I just stuck with it. The angle trick can also be used on d_firebases and camps, so they face away from the target center. Works good for me. I think that pretty much covers it. If you want to make your own compositions, search for compositions in the forum and there is a description on how to do it. Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 24, 2010 Thanks guys. I've got the firebases deleted finally and everything works good. I decided to go against putting the mortar camp down for simplicity reasons, but will probably add it in when I'm sure everything else is stable. On to my next project.... So I was able to get into the fsms\CampDialog.fsm file and change the fortified camps to something smaller like a vehicle service point. (They're now called "arms caches" lol). The first problem I have is... 1. The camps were changed into "TK_GUE_WarfareBVehicleServicePoint_EP1" and now, once the enemy spawns at the maintarget, they all start shooting it with their SPGs and rifles. I've tried all instances of the service points, even US versions, and the same thing happens. Now here's the weird part... 2. I decided to change them back to Land_fortified_nest_big_EP1, but they still remain the vehicle service points. I've changed it around a dozen times, saved the file, saved the mission in-game, re-loaded the mission, restarted the game, nothing can change it back. I even tried taking the original file and overriting it, to no avail. Anybody got ideas on how to either keep the enemy from shooting at the service points, or how to change them to something else? Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 24, 2010 Vehicle service points (as most of these warfare structures) is associated with a side and cost, making them enemies. I wouldn't use them as I'm not able to restrict their use to given side. Never quite understood why an east service vehicle/point is able to fix and repair (refuel probably ok though) west vehicles. Should be possible to provide them with arrays of vehicles and ammo to prevent this. Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 24, 2010 ;1726351']Ahhh. I did not know you could even do that. So Durka Durka' date=' once you followed and completed everything in my post, do the find/replace that Carl posted.Also Carl, what if there were more than 3 mission types? Like 4 or 5? How would you go about doing that with this same system? -- So when the 3rd ID plays Domination, the CO and XO usually take up the artillery & rescue operator positions. Sometimes this is an issue though because of pubs taking those positions, simply for the artillery and to use it in an nonstrategic manner. Is there a way to somehow 'reserve' the artillery positions for specific people, be it by name, ID, or whoever is running our squad.xml ?[/quote'] Did everything that you suggested, and main targets work great. Testing now to see if the sidemission work. As for the arty officer positions, what I have done is re-labeled them as "Mission Commander" and "2-IC" which usually turns off any would be bomb lobbers. So far I've waited around about 10min with no side missions coming up. :( ---------- Post added at 06:14 PM ---------- Previous post was at 06:13 PM ---------- Vehicle service points (as most of these warfare structures) is associated with a side and cost, making them enemies. I wouldn't use them as I'm not able to restrict their use to given side. Never quite understood why an east service vehicle/point is able to fix and repair (refuel probably ok though) west vehicles. Should be possible to provide them with arrays of vehicles and ammo to prevent this. Understandable. Problem I have now is that I can't get them back to a camp or something else! It's just stuck there. I'm probably going to have to re-do the whole mission again anyways, and hope the problem doesn't repeat. If an array were to be placed, wouldn't they just be blown up as well? Share this post Link to post Share on other sites
KC Grimes 79 Posted August 25, 2010 Working fine for me Durka, not sure whats going on. Has anyone ever looked into using High Command in Domination? Is it possible to use and work 100%, with respawns/revives? Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 25, 2010 ;1729064']Working fine for me Durka' date=' not sure whats going on.Has anyone ever looked into using High Command in Domination? Is it possible to use and work 100%, with respawns/revives?[/quote'] We had a person in our group develop a Chernarus version with High Command. Basically, everyone was on BLUFOR, and one person was on OPFOR commanding the enemy AI. Unfortunately, I have no idea where that version is anymore. Share this post Link to post Share on other sites
callihn 10 Posted August 25, 2010 Can the ARMA II graphic on the intro be replaced with an OA one? I can't seem to find it. Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 25, 2010 Can the ARMA II graphic on the intro be replaced with an OA one?I can't seem to find it. Are you talking about the ArmaII logo that's silverish and roughed up? Share this post Link to post Share on other sites
Tankbuster 1747 Posted August 25, 2010 I'm playing 2.29 TT OA. I often see the insurgents on a Podnos, but I NEVER see them using it. Come to think of it, I don't remember seeing them really use any statics such as the MG or the grenade launcher. They use them very effectively if they are mounted on technicals. Indirect fire can be really withering. Is there anyway we can get them to use their statics? Share this post Link to post Share on other sites
callihn 10 Posted August 25, 2010 Are you talking about the ArmaII logo that's silverish and roughed up? Yep, that's the one. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 25, 2010 I'm playing 2.29 TT OA. I often see the insurgents on a Podnos, but I NEVER see them using it. Come to think of it, I don't remember seeing them really use any statics such as the MG or the grenade launcher. They use them very effectively if they are mounted on technicals.Indirect fire can be really withering. Is there anyway we can get them to use their statics? They are "using" mortars in my edit, although only as a count. I don't have standalone mortars anymore, only the mortar camps. When AI is considering (by own artillery fsm decision making process) mortars over artillery, they check the available count and will use mortars to attack with. I don't bother doing any actual firing though. As mortars doesn't rely on the radio tower for offsite communications (artillery), and spotters being way harder to spot, these mortar stations still provide a considerable danger to the troops. The whole area also goes into suppression mode during artillery attack/mortar, to prevent you from running away. Combine this with a tenfold of static guns (less armor), you have a problem :) Nothing makes you run faster than a static ZU in suppression mode :D Any AI can call in for artillery/mortar support (just like for our side), the spotters just deliver the message in the right format (just like our side). AI have the same rules and timers that our side have. They will also use spotting rounds, smoke, APICM, flares, and coordinated (flare followed by spotting smoke/he, followed by apicm in effect i.e.). However, I'm not supporting TT at all. So, yes it's naturally possible, it just depends on how much work you are willing to do to make it happen. Share this post Link to post Share on other sites
callihn 10 Posted August 25, 2010 So nobody has tried changing that graphic out yet? Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 25, 2010 Yep, that's the one. It IS an OA logo. But the answer to your question is yes, I've tried it, and can't find the file. I think it is "arrow-something.paa" Do a search for that and you might find what you're looking for. Share this post Link to post Share on other sites
callihn 10 Posted August 25, 2010 (edited) It's: \ca\ui\data\ui_logo_main_ca.paa But I have not been able to replace it with the OA one using the same path, so I moved it to a new topic, figured someone had done it already in domination since it uses it, guess I was wrong. Edited August 26, 2010 by callihn Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 26, 2010 With the new DLC and patch, do we need to change anything important in domination, like the arty module? Share this post Link to post Share on other sites
pillpopper123 10 Posted August 26, 2010 Yer which files do I have to change for Helis to change them to UK Forces?, yep here we go again with changing stuff... Thanks Share this post Link to post Share on other sites
Strikor 10 Posted August 26, 2010 It depends on which ones you want to change. If you want to change the choppers at base you simply open up the mission in the editor and change them that way. For mission rewards, look in i_common.sqf and find d_sm_bonus_vehicle_array or d_mt_bonus_vehicle_array. Share this post Link to post Share on other sites
pillpopper123 10 Posted August 26, 2010 It depends on which ones you want to change. If you want to change the choppers at base you simply open up the mission in the editor and change them that way. For mission rewards, look in i_common.sqf and find d_sm_bonus_vehicle_array or d_mt_bonus_vehicle_array. Nice 1 Strikor Want to change mission helis, lift and wreck chopper, all men which I can do, ammo box to British Forces ammo only, so this way it will be all British Side against enemy...:) Thanks for info Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 26, 2010 Working to put the new BAF troops in, just trying to figure out where they are defined so the BAF doesn't bring up Eastern weapons when looking at the ammobox. In i_server, is this where they are defined? And, if so, how should I change those lines? d_allmen_W = #ifndef __OA__ [ ["West","USMC","Infantry","USMC_InfSquad"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FireTeam"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FireTeam_MG"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FireTeam_AT"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FireTeam_Support"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_HeavyATTeam"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_SniperTeam"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FRTeam"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FRTeam_Razor"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSquad"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSquad_Weapons"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSection_AT"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSection_AA"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSection_MG"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSection_Patrol"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_SniperTeam"] call XfGetConfigGroup ]; #else [ ["West","BIS_US","Infantry","US_RifleSquad"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_WeaponsSquad"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_Team"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_TeamMG"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_TeamAT"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_TeamSupport"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_HeavyATTeam"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_SniperTeam"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_DeltaForceTeam"] call XfGetConfigGroup, ["West","BIS_CZ","Infantry","ACR_InfantryPatrol"] call XfGetConfigGroup, ["West","BIS_CZ","Infantry","ACR_SpecialForcesTeam"] call XfGetConfigGroup, ["West","BIS_GER","Infantry","KSKTeam"] call XfGetConfigGroup ]; #endif d_allmen_G = #ifndef __OA__ [ ["Guerrila","GUE","Infantry","GUE_InfSquad"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_InfSquad_Assault"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_InfSquad_Weapons"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_InfTeam_1"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_InfTeam_2"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_InfTeam_AT"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_GrpInf_TeamAA"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_GrpInf_TeamSniper"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_MilitiaSquad"] call XfGetConfigGroup ]; #else [ ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_Group"] call XfGetConfigGroup, ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_GroupWeapons"] call XfGetConfigGroup, ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_Patrol"] call XfGetConfigGroup, ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_ATTeam"] call XfGetConfigGroup, ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_AATeam"] call XfGetConfigGroup, ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_SniperTeam"] call XfGetConfigGroup, ["Guerrila","BIS_UN","Infantry","UN_Patrol"] call XfGetConfigGroup ]; #endif Share this post Link to post Share on other sites
Tankbuster 1747 Posted August 26, 2010 Of course, for us Two Teamers, I now want to put the Brits in... but... should I put them in the North base as OPFOR (requiring a config swap to make them opfor) or replace the US army with the Brits down in the south base? Decisions! Share this post Link to post Share on other sites
Durka-Durka 10 Posted August 26, 2010 I've gotten at least two classnames to work so far. Nothing much for the other weapons, but this may help somebody out.... BAF_AS50_TWS, BAF_L7A2_GPMG Share this post Link to post Share on other sites
Strikor 10 Posted August 26, 2010 Working to put the new BAF troops in, just trying to figure out where they are defined so the BAF doesn't bring up Eastern weapons when looking at the ammobox.In i_server, is this where they are defined? And, if so, how should I change those lines? d_allmen_W = #ifndef __OA__ [ ["West","USMC","Infantry","USMC_InfSquad"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FireTeam"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FireTeam_MG"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FireTeam_AT"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FireTeam_Support"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_HeavyATTeam"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_SniperTeam"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FRTeam"] call XfGetConfigGroup, ["West","USMC","Infantry","USMC_FRTeam_Razor"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSquad"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSquad_Weapons"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSection_AT"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSection_AA"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSection_MG"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_InfSection_Patrol"] call XfGetConfigGroup, ["West","CDF","Infantry","CDF_SniperTeam"] call XfGetConfigGroup ]; #else [ ["West","BIS_US","Infantry","US_RifleSquad"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_WeaponsSquad"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_Team"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_TeamMG"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_TeamAT"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_TeamSupport"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_HeavyATTeam"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_SniperTeam"] call XfGetConfigGroup, ["West","BIS_US","Infantry","US_DeltaForceTeam"] call XfGetConfigGroup, ["West","BIS_CZ","Infantry","ACR_InfantryPatrol"] call XfGetConfigGroup, ["West","BIS_CZ","Infantry","ACR_SpecialForcesTeam"] call XfGetConfigGroup, ["West","BIS_GER","Infantry","KSKTeam"] call XfGetConfigGroup ]; #endif d_allmen_G = #ifndef __OA__ [ ["Guerrila","GUE","Infantry","GUE_InfSquad"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_InfSquad_Assault"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_InfSquad_Weapons"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_InfTeam_1"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_InfTeam_2"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_InfTeam_AT"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_GrpInf_TeamAA"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_GrpInf_TeamSniper"] call XfGetConfigGroup, ["Guerrila","GUE","Infantry","GUE_MilitiaSquad"] call XfGetConfigGroup ]; #else [ ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_Group"] call XfGetConfigGroup, ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_GroupWeapons"] call XfGetConfigGroup, ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_Patrol"] call XfGetConfigGroup, ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_ATTeam"] call XfGetConfigGroup, ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_AATeam"] call XfGetConfigGroup, ["Guerrila","BIS_TK_GUE","Infantry","TK_GUE_SniperTeam"] call XfGetConfigGroup, ["Guerrila","BIS_UN","Infantry","UN_Patrol"] call XfGetConfigGroup ]; #endif It has to do with the BIS faction name. I have no idea why Xeno changed the ammo box script from side to factions but you could try changing it back. In the ammo box script change if (d_player_faction in ["USMC", "CDF", "BIS_US", "BIS_CZ", "BIS_GER","ACE_USARMY","ACE_BLUFOR_USARMY","ACE_BLUFOR_USMC_Desert"]) then { to if (d_own_side == "WEST") then { Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 26, 2010 Wouldn't it be more correct to add "BIS_BAF" to the list? Share this post Link to post Share on other sites
Strikor 10 Posted August 26, 2010 Either way should have the exact same result, yes. Share this post Link to post Share on other sites