Vilos Cohaagen 1 Posted October 14, 2012 Awesome, as always. Thanks - I have patched in your changes. If I am able to replicated #2 I will repost :) ok i fixed the .3 & .4 in last commit :)i can t reproduce the .2 Share this post Link to post Share on other sites
fruity_rudy 16 Posted October 15, 2012 Yo code, would it be possible for the next version to add a picture of the targeted person, so in mission info you got the string "blabla, kill gold dude.." then below the text you see the image of the person? It would be also nice if he wouldn't stand on top of a building, instead he moves around. I'm not familiar with your latest version , so maybe you already changed these things. The picture would be sweet.. Is there any "new" mission i could modify again, with all my custom content and ACE? mine is pretty old i guess.. Share this post Link to post Share on other sites
code34 248 Posted October 17, 2012 Yo code, would it be possible for the next version to add a picture of the targeted person, so in mission info you got the string "blabla, kill gold dude.." then below the text you see the image of the person? It would be also nice if he wouldn't stand on top of a building, instead he moves around. I'm not familiar with your latest version , so maybe you already changed these things. The picture would be sweet..Is there any "new" mission i could modify again, with all my custom content and ACE? mine is pretty old i guess.. I can not promise you that this will be implemented in the next version cause i fix the last bug :) i will see if it s possible Share this post Link to post Share on other sites
fruity_rudy 16 Posted October 17, 2012 so could you provide me with a version so i could test a bit ? Share this post Link to post Share on other sites
code34 248 Posted October 20, 2012 fruity for the image function, are you available to take picture of all missions objects ? :) any other feedbacks ? :) Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted October 21, 2012 I've been away (promoting my first novel) for the last few weeks, but I hope to have a go testing this week :) fruity for the image function, are you available to take picture of all missions objects ? :)any other feedbacks ? :) Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted October 29, 2012 any news ? :) Hi there, nope all quiet here. I am curious though as to your commit "new base - ei8ght" as it isn't one I cam merge without destroying my mission.sqm file and I was wondering what it was? Share this post Link to post Share on other sites
code34 248 Posted October 30, 2012 Hi there, nope all quiet here. I am curious though as to your commit "new base - ei8ght" as it isn't one I cam merge without destroying my mission.sqm file and I was wondering what it was? In the new version, the base is on the south airport of takistan. It's not a new feature it s just a better map integration :) Share this post Link to post Share on other sites
fruity_rudy 16 Posted November 2, 2012 (edited) fruity for the image function, are you available to take picture of all missions objects ? :)any other feedbacks ? :) yeah sure..tell me which size and i'll do paa-files out of it.. like 10x10 or so..just let me know what fits best..as i wrote you..i cannot play anything else except defend an area which is under attack..I have no clue why..when recomputing, only new locations for that kind of mission.. And slerbal, i kept the "old" base, cause i don't want it down there :) i saw the new text, when it says check operation plan, and the Soldier in that pic..that is good. can you do that with the images for each mission or do you wanna put it into mission info in action menu? No matter what you wanna do, it's good :) .. EDIT: I found the problem. in the createlistofmissions file line 83 and 83 //_missionnumber = 55; //_thislist = _thislist + [_missionnumber]; I assumed you did that for testing positions? this means create list + _mission number , thats 55, 55 is the defend-area-mission..i simply commented it out as you can see..now i get all missions.. i hope it works :confused: Edited November 2, 2012 by Fruity_Rudy Share this post Link to post Share on other sites
code34 248 Posted November 3, 2012 yes that is :) a simple pic for each mission is possible but it s a very very big work, i focalize on other thing for moment :D Share this post Link to post Share on other sites
code34 248 Posted December 4, 2012 hi guys My work comes to its end ! :D i have few mod adaptions in my bag to finish and after that we can celebrate the next generation of War in Takistan. Share this post Link to post Share on other sites
fruity_rudy 16 Posted December 12, 2012 sounds good..beta testing here, if you want..let me know or hop on TS Share this post Link to post Share on other sites
code34 248 Posted December 14, 2012 yes, in the next days i will post the beta version. Anyway, with the christmas day i don't know if i will have the time to do it :) Share this post Link to post Share on other sites
code34 248 Posted December 24, 2012 hi guys :) alpha test begans several days ago, and are in progress. We currently fix the lastest bugs concerning the server locality, nothing very big. Have a merry christmas, i come back later with a very fun mission. :) Share this post Link to post Share on other sites
ei8ght 11 Posted December 24, 2012 thx you code and merry christmas:D Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted January 6, 2013 hi guys :)alpha test begans several days ago, and are in progress. We currently fix the lastest bugs concerning the server locality, nothing very big. Have a merry christmas, i come back later with a very fun mission. :) Good stuff! I look forward to playing and modding the release version :) Share this post Link to post Share on other sites
code34 248 Posted January 8, 2013 (edited) :yay: HAPPY NEW YEAR 2013 :yay: yes you can but it's not already a full playable version due to locality bugs :) Edited January 12, 2013 by code34 Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted February 5, 2013 Happy-belated-New Year to you too! How is the bug testing coming along? Share this post Link to post Share on other sites
code34 248 Posted February 6, 2013 lo Slerbal, Well , we played several games and must of the bugs were fixed. I will try to release the official as soon as possible. I allready saw preview alpha version played on somes servers so it's not anymore a secret :) Share this post Link to post Share on other sites
arkblade 1 Posted February 11, 2013 lo Slerbal,Well , we played several games and must of the bugs were fixed. I will try to release the official as soon as possible. I allready saw preview alpha version played on somes servers so it's not anymore a secret :) good to hear. i found some bugs on trunk ver. detail and fix is below. 1. Task No. 77 (Replace Guard Control Tower) can't start properly. can't start time count down. and radio tower not destroyed automatically when started. solution: in WC_fnc_createsidemission.sqf case 77: { _missiontext = [_missionname, "Secure a Control Tower"]; _vehicle = (nearestObjects [_position, ["Land_Mil_ControlTower_EP1", "Land_Mil_ControlTower"], 400]) call BIS_fnc_selectRandom; _position = position _vehicle; _group = createGroup west; { _unit = _group createUnit [_x, _position, [], 20, "NONE"]; }foreach ["CZ_Special_Forces_Scout_DES_EP1","CZ_Special_Forces_MG_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1"]; wcgarbage = [_group, (position(leader _group)), 50] spawn WC_fnc_patrol; (leader _group) setVehicleInit "this addAction ['<t color=''#ff4500''>Replace the guard</t>', 'warcontext\actions\WC_fnc_dobeginguard.sqf',[],6,false];"; wcgarbage = [_vehicle] spawn WC_fnc_defend; processInitCommands; _missiontype = "defend"; wcbonusfame = 0; wcradio setdamage 1; }; need wcgarbage = [_vehicle] spawn WC_fnc_defend; and wcradio setdamage 1; 2. can't start fast time when mission selected solution: insert wcclientinitialized = true; in the client initialize. 3. AI's can't follow player warp solution: in WC_fnc_doteleporttomhq.sqf private [ "_vehicle", "_position" ]; _vehicle = wcteleport; if(format ["%1", _vehicle] == "any") exitWith {hint "No respawn point avalaible";}; _position = (position _vehicle) findemptyposition [10, 300]; if(count _position == 0) then { diag_log "WARCONTEXT: NO FOUND EMPTY POSITION FOR RESPAWN POINT"; }; if ((alive _vehicle) and ((position _vehicle) distance _position < 100)) then { mps_movegrp = []; if(player == leader (group player) ) then { { if ( !(isPlayer _x) && _x distance player < 150 ) then { mps_movegrp = mps_movegrp + [_x]; }; sleep 0.25; }forEach (units (group player)); }; player setpos _position; if(player == leader (group player) && count mps_movegrp > 0 ) then { { _x setpos _position; sleep 1; }forEach mps_movegrp; }; } else { hint "No respawn point avalaible"; }; in WC_fnc_doteleporttotent.sqf private [ "_vehicle", "_position" ]; _position = wcrespawnposition select 0; _vehicle = wcrespawnposition select 1; if(format ["%1", _position] == "any") exitWith {hint "No respawn point avalaible";}; if(format ["%1", _vehicle] == "any") exitWith {hint "No respawn point avalaible";}; if ((alive _vehicle) and ((position _vehicle) distance _position < 100)) then { mps_movegrp = []; if(player == leader (group player) ) then { { if ( !(isPlayer _x) && _x distance player < 150 ) then { mps_movegrp = mps_movegrp + [_x]; }; sleep 0.25; }forEach (units (group player)); }; player setpos _position; if(player == leader (group player) && count mps_movegrp > 0 ) then { { _x setpos _position; sleep 1; }forEach mps_movegrp; }; } else { hint "No respawn point avalaible"; }; in WC_fnc_doreturntobase.sqf private [ "_position" ]; _position = getmarkerpos "respawn_west"; mps_movegrp = []; if(player == leader (group player) ) then { { if ( !(isPlayer _x) && _x distance player < 150 ) then { mps_movegrp = mps_movegrp + [_x]; }; sleep 0.25; }forEach (units (group player)); }; player setpos getmarkerpos "respawn_west"; if(player == leader (group player) && count mps_movegrp > 0 ) then { { _x setpos _position; sleep 1; }forEach mps_movegrp; }; and we still need script that AI follow to HALO jump. Share this post Link to post Share on other sites
code34 248 Posted February 11, 2013 (edited) hi :) Thanks for you report ! i will check for the point 1 - can u confirm that you used the action menu on guard group ? for point 2, i think it has been already fix in current version for the point 3, i just add to git the fix + halo script (i don't use exactly the same code but i keep in mind the same logic - add your name to git credits) Edited February 11, 2013 by code34 Share this post Link to post Share on other sites
arkblade 1 Posted February 12, 2013 (edited) hi :)Thanks for you report ! i will check for the point 1 - can u confirm that you used the action menu on guard group ? for point 2, i think it has been already fix in current version for the point 3, i just add to git the fix + halo script (i don't use exactly the same code but i keep in mind the same logic - add your name to git credits) thank you for commit my report. point 1, yes. "turn duty" messages was broadcasting. but if use git codes. don't start countdown. don't any messages broadcast anymore. and of course mission are never end. point 2, i uses code of 2013/02/03. if you change that code, it must apply on git. Edited February 12, 2013 by Arkblade Share this post Link to post Share on other sites
code34 248 Posted February 12, 2013 thank you for commit my report.point 1, yes. "turn duty" messages was broadcasting. but if use git codes. don't start countdown. don't any messages broadcast anymore. and of course mission are never end. point 2, i uses code of 2013/02/03. if you change that code, it must apply on git. ok, i will fix tonight for the point 1 for the point 2, i just fix it. The use of "wcclientinitialized" was deprecated, i thought delete it everywehre Share this post Link to post Share on other sites