Python1 0 Posted September 5, 2011 Hey everyone, I'm having an issue here. I've searched the forums and found plenty of posts where people have the same issue, but I haven't found any solutions. Issue is myself and my team leader are not synced. He gets fast time, I don't. He receives mission, I don't. He will be at 2200 in the dark, I will be at 0800 in the day time. It lists us as being in the same team, but in the bottom right it says I am mercenary and he is noob team. In mission status-settings it says we are not missing addons and we went to great lengths to ensure we are running no mods or addons, just ACE and using 1.36 ACE version of mission. Also, although we complete missions together, I have no impact on the score or the mission progress. Even though we are on the same team, it seems only the host is really playing. Any suggestions? We really love this mission, just wish we could work together on it. Thanks. Share this post Link to post Share on other sites
code34 248 Posted September 6, 2011 Hey everyone, I'm having an issue here. I've searched the forums and found plenty of posts where people have the same issue, but I haven't found any solutions.Issue is myself and my team leader are not synced. He gets fast time, I don't. He receives mission, I don't. He will be at 2200 in the dark, I will be at 0800 in the day time. It lists us as being in the same team, but in the bottom right it says I am mercenary and he is noob team. In mission status-settings it says we are not missing addons and we went to great lengths to ensure we are running no mods or addons, just ACE and using 1.36 ACE version of mission. Also, although we complete missions together, I have no impact on the score or the mission progress. Even though we are on the same team, it seems only the host is really playing. Any suggestions? We really love this mission, just wish we could work together on it. Thanks. I don't have any idea about the time. I think normaly this problem was solved by last version. Do you use a dedicated server or do you host the mission ? For other bug, like scoring bug, it will be solved in next release (already fix in git developper tool) Share this post Link to post Share on other sites
Python1 0 Posted September 6, 2011 Code, we are hosting it local. When he hosts I have the problem. When I host he has the problem. To be more specific about the time, only the host recieves fast time, the other player just starts at 0800 and the time goes from there minute by minute. After each mission the host will fast forward to day two and three etc, the other players don't. Any way to get a local version? Just want to say thanks for making this and keeping up with it, it's the best co op time we've had. Share this post Link to post Share on other sites
code34 248 Posted September 6, 2011 (edited) ok, i just fixed it for next release :) Edited September 6, 2011 by code34 Share this post Link to post Share on other sites
code34 248 Posted September 7, 2011 changelog of 1.4: - This version is FULLY COMPATIBLE WITH ARROWHEAD CONTENT (WIT no requires anymore ARMA2 ) - add none parameter marker for goal - fix the crate weapon autoload bug (empty autoload crate) - fix the huntir bug and other weapons that don't appear - tune mhq creation zone - add civilian queue for init - fix a disapear menu for defend mission - add more ied and tune reaction time - less friendly defense for defend mission - tune radio marker - fix propagand bug - add somes sheeps - tune r3f debug menu to hide them when press keys - fix the scoring and recruitment bug - tune fame - fix the open game bug that doesn't permit to fire members of team - rebase civilian code - add antiair site - tune cam focus - fix a spawn position bug - tune mortar to be more agressive - separate autoload in 3 autoload parameters: troops, weapons, vehicles :D Share this post Link to post Share on other sites
domokun 515 Posted September 8, 2011 Thanks that chanelog looks excellent! Any chance of a BAF-flavoured version in your next release? Share this post Link to post Share on other sites
code34 248 Posted September 8, 2011 I can't do it cause i don't have BAF :D But you can do a special version by modify the init files :) Share this post Link to post Share on other sites
code34 248 Posted September 8, 2011 after some differents MP tests, it still have some issues. So i have to fix them before release the 1.4 :) Share this post Link to post Share on other sites
Python1 0 Posted September 12, 2011 Will there be a local version in 1.4? Share this post Link to post Share on other sites
code34 248 Posted September 13, 2011 Will there be a local version in 1.4? yes :D Share this post Link to post Share on other sites
K115 10 Posted September 15, 2011 When will the next version be released? Share this post Link to post Share on other sites
code34 248 Posted September 16, 2011 currently, i m working only on fixing some issue that happens on previous version :D i have not yet release date. It's depending of my test, if the ai do the right things, i can release it in few hours. Share this post Link to post Share on other sites
overcharger 0 Posted September 20, 2011 (edited) Hello. I'm working on a port of Nericum's BAF version to ToraBora Island. If I understood well, the steps are: 1. Unzip the original version. 2. Copy objects and markers in the editor and paste them into a new mission in the new island. Then save. 3. Copy all files except the mission file, and paste them into the folder of the new mission. 4. Adapt the file create side mission sqf. is that correct? If it is, where you change the location of the missions? Edited September 20, 2011 by OverCharger Bad spelling....:( Share this post Link to post Share on other sites
code34 248 Posted September 20, 2011 it's depending of the version. Normaly, the locations are randomly create via the serverinit file. :D Share this post Link to post Share on other sites
overcharger 0 Posted September 21, 2011 code34, thanks for your reply and especially for your work with this incredible mission. Thanks also to Noricum for his BAF version. The version I'm working on is 1.36. I understand then that it is not necessary to indicate the coordinates for each mission? I ask because some of the missions, the location of which is almost where it ends the map. PS: Waiting for the next version WIT. Share this post Link to post Share on other sites
code34 248 Posted September 21, 2011 code34, thanks for your reply and especially for your work with this incredible mission. Thanks also to Noricum for his BAF version.The version I'm working on is 1.36. I understand then that it is not necessary to indicate the coordinates for each mission? I ask because some of the missions, the location of which is almost where it ends the map. PS: Waiting for the next version WIT. Normaly not, but you have to define the map size into the init config Share this post Link to post Share on other sites
overcharger 0 Posted September 22, 2011 Normaly not, but you have to define the map size into the init config Excellent, thanks a lot for your advice. Share this post Link to post Share on other sites
noricum 10 Posted September 23, 2011 (edited) wow, there's really someone who plays it To Overcharger; Wait a lil bit, i'll do another conversion to BAF when WIT 1.40 is released. Edited September 23, 2011 by Noricum Share this post Link to post Share on other sites
overcharger 0 Posted September 24, 2011 Normaly not, but you have to define the map size into the init config If you talk about the WC_fnc_initconfig file, I put the coordinates of ToraBora borders, but still some missions are created out of range. Is this correct? // limit of playable map switch (tolower(worldname)) do { case "hellskitchen": { wcmaptopright = [4795, 5050]; wcmapbottomleft = [129, 455]; }; case "isoladicapraia" : { wcmaptopright = [7695.45,9788.42]; wcmapbottomleft = [2264.97,544.557]; }; case "torabora": { wcmaptopright = [10187,10189]; wcmapbottomleft = [49.923264,69.875488]; }; default { wcmaptopright = [10187,10189]; wcmapbottomleft = [49.92,69.87]; }; }; I put them in default too, but did`t work. Share this post Link to post Share on other sites
overcharger 0 Posted September 24, 2011 PD: another question, where I put the boundaries on a map with water? Share this post Link to post Share on other sites
code34 248 Posted September 25, 2011 PD: another question, where I put the boundaries on a map with water? The boundaries must be around ground. Some missions can be out of boundaries, it's the case of missions that use objects on map (like building of airports). note: i don't remember well how works older version of mine, i had do a lot of work on this part. Share this post Link to post Share on other sites
overcharger 0 Posted September 25, 2011 Thanks for the reply. Excuse my insistence, but what about this question? If you talk about the WC_fnc_initconfig file, I put the coordinates of ToraBora borders, but still some missions are created out of range.Is this correct? // limit of playable map switch (tolower(worldname)) do { case "hellskitchen": { wcmaptopright = [4795, 5050]; wcmapbottomleft = [129, 455]; }; case "isoladicapraia" : { wcmaptopright = [7695.45,9788.42]; wcmapbottomleft = [2264.97,544.557]; }; case "torabora": { wcmaptopright = [10187,10189]; wcmapbottomleft = [49.923264,69.875488]; }; default { wcmaptopright = [10187,10189]; wcmapbottomleft = [49.92,69.87]; }; }; I put them in default too, but did`t work. Share this post Link to post Share on other sites
code34 248 Posted September 25, 2011 Thanks for the reply.Excuse my insistence, but what about this question? Some missions can be out of boundaries, it's the case of missions that use objects on map (like building of airports). :D:D Share this post Link to post Share on other sites
overcharger 0 Posted September 25, 2011 Ok. Thanks for your help. I'll be waiting for the WIT next version. Share this post Link to post Share on other sites
code34 248 Posted September 25, 2011 yes , normaly, i will release it in next hours :) Share this post Link to post Share on other sites