overcharger 0 Posted September 28, 2011 While we wait for version 1.40 I'm still trying to learn on how to modify the missions. Some missions can be out of boundaries, it's the case of missions that use objects on map (like building of airports). :D:D According to this, then it would suffice to change the type of building or put one on the map so that the mission is within the limits? Share this post Link to post Share on other sites
code34 248 Posted September 28, 2011 yes you are right :D you can change building or put new one ! Share this post Link to post Share on other sites
ei8ght 11 Posted September 30, 2011 code where is 1.40 WIT ??:D Share this post Link to post Share on other sites
code34 248 Posted October 1, 2011 (edited) Hi guys, The WIT 1.4 just release :) changelog: - ia big improvment - arrowhead compatibility - more environment life - more parameters - network improvment - & a lot of fixes ! As there is so much improvments you can found in details all the changes at this place: https://github.com/code34/war-in-takistan/commits/1.4?page=1 Downloadable files are here: http://dev-heaven.net/projects/wc-warcontext/files have fun :) Edited October 1, 2011 by code34 Share this post Link to post Share on other sites
kremator 1065 Posted October 1, 2011 Thanks for the update code34 ! Share this post Link to post Share on other sites
overcharger 0 Posted October 1, 2011 Thanks a lot code34. Downloading..... Share this post Link to post Share on other sites
J-Guid 10 Posted October 1, 2011 Im glad to se a new ver. if you can, plase port to some other islands! Share this post Link to post Share on other sites
wolf5 13 Posted October 1, 2011 Im glad to se a new ver. if you can, please port to some others islands! He can't, so do it yourself :) I have a french version with HEXAgon mod and R3F armes, i waiting the Lingor release 1.33 to port it Share this post Link to post Share on other sites
code34 248 Posted October 2, 2011 (edited) Yes, a port to some other island is a very big work so i let modders who are interest in to do it :D If you want to do a port easier, you can use git to fork wit project. Git permits to synchronise the main project with a mod :D other thing: i just add some informations on the first page about autoload Edited October 2, 2011 by code34 Share this post Link to post Share on other sites
noricum 10 Posted October 2, 2011 hey m8, already converting it to BAF. Just one thing i've seen; it says co40 here and in the ext. but it has only 35 playerslots? Share this post Link to post Share on other sites
SD_BOB 10 Posted October 2, 2011 (edited) Hey guys can anyone help me with a couple of things. I'm looking for a way to edit the enemy that get spawned at each mission, i want to increase the infantry count a little. Also where are the weapons for the default ammo box located? I want to add all the ACE kit. Thankyou Edited October 2, 2011 by Shadow.D. ^BOB^ Share this post Link to post Share on other sites
code34 248 Posted October 2, 2011 (edited) hey m8,already converting it to BAF. Just one thing i've seen; it says co40 here and in the ext. but it has only 35 playerslots? yes, should miss to declare one players group since the original version :D ---------- Post added at 04:26 PM ---------- Previous post was at 04:22 PM ---------- Hey guys can anyone help me with a couple of things.I'm looking for a way to edit the enemy that get spawned at each mission, i want to increase the infantry count a little. Also where are the weapons for the default ammo box located? I want to add all the ACE kit. Thankyou do you use the parameter into the lobby to increase the opposition ? you can add the ace weapons (and other) in the clientinitconfig file :D Edited October 2, 2011 by code34 Share this post Link to post Share on other sites
SD_BOB 10 Posted October 2, 2011 (edited) Yeah the parameter is ok, but that creates alot of vehicles aswell. I would just like to create more infantry on the targets. Also is there a way to have more random stuff on the island, i noticed there were a few vehicles. But again some insurgents walking around and in some of the smaller villages would be nice just to add a sense of having to move carefully between missions. Edited October 2, 2011 by Shadow.D. ^BOB^ Share this post Link to post Share on other sites
code34 248 Posted October 2, 2011 you can tune the number into the createlistofmission script but ... you have to know that : - opposing force depending of the level (number of mission you do) - insurgents around in smaller village depend of the number of mission you do more the conflict during in time, more the conlict expands and becomes bigger and harder (more soldiers, more insurgents around etc.) you can set the insurgents spawn area by tuning this variable: // begining distance of ambiant life (grow during the game) wcambiantdistance = 1500; in the serverinitconfig try with 4000 instead ;) Share this post Link to post Share on other sites
overcharger 0 Posted October 3, 2011 yes you are right :Dyou can change building or put new one ! Hello Code34. I know I'm a stupid newbie, but can you tell me which files should I modify to change the type of building or see which one is required for the mission is within the war zone? Thanks in advance. PD: I´m still learning on how to port your mission to another island. Share this post Link to post Share on other sites
code34 248 Posted October 3, 2011 Hello Code34.I know I'm a stupid newbie, but can you tell me which files should I modify to change the type of building or see which one is required for the mission is within the war zone? Thanks in advance. PD: I´m still learning on how to port your mission to another island. you can find them in createlistofmission file and serverinitconfig normaly, theirs names begin by "Land_" Share this post Link to post Share on other sites
overcharger 0 Posted October 4, 2011 I found the buildings. Testing...... Thanks a lot. PD: It's too difficult to make an OPFOR version? Share this post Link to post Share on other sites
code34 248 Posted October 5, 2011 I found the buildings.Testing...... Thanks a lot. PD: It's too difficult to make an OPFOR version? yes (too much work) ! and it doesn't make sense with the scenarii :D Share this post Link to post Share on other sites
noricum 10 Posted October 5, 2011 Me again another time :756: We've tested the new version yesterday, works like a charm! Only with wcwithrussian enabled and wcwithtakistan disabled there were some issues: Enemies weren't russian. Amount of enemy infantry was very, very small. (wcopposingforce was on 3). Is it needed to enable wcautoloadtroops, wcautoloadvehicles to get the default arma2 russians? Hope not, cause our server has several mods running and we can't demand other players to have all the mods. Share this post Link to post Share on other sites
code34 248 Posted October 5, 2011 (edited) Actually, if you want to use russians units you have to use autoload or add the units in the commoninit files. There s not other choice cause i don't support anymore arma2. wcopposing force at 3 is normaly really strong. If you want more, you can modify the opposing force parameter in the lobby for wcopposing for there is an issue in description.ext class wcopposingforce { title = "ENEMIES FORCE ON ZONE"; values[] = {1, 2, 3, 4, 5}; texts[] = {"WEAK", "NORMAL", "STRONG", "VERY STRONG", "AWESOME"}; default = 3; }; by default it is at 3, but if you want to play in awesome mode just edit the parameter like code above https://github.com/code34/war-in-takistan/commit/9516ffd33907bed8e679c6ea573d1f2df4c7c120 Edited October 5, 2011 by code34 Share this post Link to post Share on other sites
noricum 10 Posted October 5, 2011 (edited) Actually, if you want to use russians units you have to use autoload or add the units in the commoninit files. There s not other choice cause i don't support anymore arma2. well, sad to hear that but your mission is good anyway! prob solved, there were only a few enemies, cause russians were enabled and autoload was disabled. Another issue, with civs enabled, after killing some of them (well, they are armed and shoot at us) all players are desync and lags occure. I love the idea of that, hope you can do something about it. Edited October 7, 2011 by Noricum Share this post Link to post Share on other sites
code34 248 Posted October 8, 2011 well, sad to hear that but your mission is good anyway!prob solved, there were only a few enemies, cause russians were enabled and autoload was disabled. Another issue, with civs enabled, after killing some of them (well, they are armed and shoot at us) all players are desync and lags occure. I love the idea of that, hope you can do something about it. can't reproduce the last issue, are you sure it's relative to civilians ? (and not jip or things like that) :eek: Share this post Link to post Share on other sites
K115 10 Posted October 11, 2011 Hi Code34, I played WIT1.40 and it works great but I have a problem with sync. When I and some players played WIT and only I can check "MISSION INFO" and the status of other player(without me) like "MERCENARY L-1" didn't change. I can't synchronized with other player... Do you have any idea to fix it? I'm so sorry for my bad English writing. Whatever, we always play your mission! thanks for great mission! Share this post Link to post Share on other sites
code34 248 Posted October 11, 2011 Hi Code34,I played WIT1.40 and it works great but I have a problem with sync. When I and some players played WIT and only I can check "MISSION INFO" and the status of other player(without me) like "MERCENARY L-1" didn't change. I can't synchronized with other player... Do you have any idea to fix it? I'm so sorry for my bad English writing. Whatever, we always play your mission! thanks for great mission! lo, in fact, it's depending of wich kind of games is played. If admin chooses in lobby parameters team game, the admin chooses the players which are in team. All other players play as mercenary. If you choose open game, all players are members of team (except if admin fire you of team). Share this post Link to post Share on other sites
K115 10 Posted October 12, 2011 lo,in fact, it's depending of wich kind of games is played. If admin chooses in lobby parameters team game, the admin chooses the players which are in team. All other players play as mercenary. If you choose open game, all players are members of team (except if admin fire you of team). But I played with Open Server, we can't sync :( What should I check next? :confused: Share this post Link to post Share on other sites