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code34

CO40 - War in Takistan: Operation Iron rains (WIT)

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I will add the function to cancel mission, i will be for admin of the server to avoid abuse.

In fact, for those mission what is difficult ? Normaly, you can use the video to find the treat more easily. Do you know about it ?

The video was showing the base HQ

Edited by snafu2

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Normaly, if you see the HQ Base, it means the mission is finished or just begins (just wait 1 minute and you will see the good video).

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1.16 is on the way

changelog:

- fix little town position

- add more car in towns

- fix car bug that appear in zone out of town

- fix civilian bug with fn_location of Wolffy.au

- add civilian debug mode

- fix a civilian bug relative to revolution

- debug ied - bomberman script

- add more mortar

- fix mortar script

- tune IA upsmon

- fix flat position for goal

- fix support activation

- fix malus / bonus electrical

- add propagand civilians

- fix protected principal actor of mission go to jail

- detete protection distance to kill objective

- add a dammage bonus protection on main actor in public mode

- fix somes translation texts

- admin can now cancel mission

- add time to missions

- add day information

- add last mission - l15

- tune end of game

- add graves of mortuary now during game

- team notation is harder in simulation mode

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Does anyone else have missing environment/ambiance sounds on this mission ?

I haven't checked 1.16 but all previous versions had this issue. Only tested the ACE version.

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Does anyone else have missing environment/ambiance sounds on this mission ?

I haven't checked 1.16 but all previous versions had this issue. Only tested the ACE version.

edit this line in init.sqf file to "true"

enableEnvironment false;

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edit this line in init.sqf file to "true"

enableEnvironment false;

Thank you, odd "feature", but good to know it can be fixed :)

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Thank you, odd "feature", but good to know it can be fixed :)

By default, i turn them off cause i don't like birds in takistan desert :D

---------- Post added at 07:03 PM ---------- Previous post was at 06:33 PM ----------

here a quick patch, for who that want a thermal vision on camera of night mission :D

http://www.gamefront.com/files/20137426/WC_fnc_keymapper.sqf

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any way to get rid of the gun logo in the upper left corner and the debug bar in the upper right during gameplay?

Please advise.

ty

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any way to get rid of the gun logo in the upper left corner and the debug bar in the upper right during gameplay?

Please advise.

ty

Hi, these options only appear in local mode and not on dedicated server.

You can hide them by edit the init.sqf and comment this line:

wcgarbage = [] spawn WC_fnc_debug;

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Hi,

habe a Look at my Serverlog :

"WARCONTEXT: MISSION:49 TYPE:rob DESCRIPTION: ["Operation lovely tongue","Retrieve","a Chinook"]"
UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,610.159973.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!
Server: Object 4:69 not found (message 124)
"WARCONTEXT: BUILD 1 BARRACK & 1 HEAVY FACTORY FOR SUPPORT"
"WARCONTEXT: BUILD 1 BOMBERMAN"
Bad conversion: array
Error in expression <te} do {
_count = _count + 1;
_enemys = nearestObjects[_unit,["Man"], 40];
if(co>
 Error position: <nearestObjects[_unit,["Man"], 40];
if(co>
 Error 0 Elemente angegeben, 3 erwartet
"WARCONTEXT: MISSION FINISHED - SANITING MAP"
Bad conversion: array
Error in expression <te} do {
_count = _count + 1;
_enemys = nearestObjects[_unit,["Man"], 40];
if(co>
 Error position: <nearestObjects[_unit,["Man"], 40];
if(co>
 Error 0 Elemente angegeben, 3 erwartet
Bad conversion: array
Error in expression <te} do {
_count = _count + 1;
_enemys = nearestObjects[_unit,["Man"], 40];
if(co>
 Error position: <nearestObjects[_unit,["Man"], 40];
if(co>
 Error 0 Elemente angegeben, 3 erwartet
"WARCONTEXT: SANITING: MISSION IS FINISHED"
Bad conversion: array
Error in expression <te} do {
_count = _count + 1;
_enemys = nearestObjects[_unit,["Man"], 40];
if(co>
 Error position: <nearestObjects[_unit,["Man"], 40];
if(co>
 Error 0 Elemente angegeben, 3 erwartet


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Hi,

habe a Look at my Serverlog :

"WARCONTEXT: MISSION:49 TYPE:rob DESCRIPTION: ["Operation lovely tongue","Retrieve","a Chinook"]"
UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,610.159973.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!
Server: Object 4:69 not found (message 124)
"WARCONTEXT: BUILD 1 BARRACK & 1 HEAVY FACTORY FOR SUPPORT"
"WARCONTEXT: BUILD 1 BOMBERMAN"
Bad conversion: array
Error in expression <te} do {
_count = _count + 1;
_enemys = nearestObjects[_unit,["Man"], 40];
if(co>
 Error position: <nearestObjects[_unit,["Man"], 40];
if(co>
 Error 0 Elemente angegeben, 3 erwartet
"WARCONTEXT: MISSION FINISHED - SANITING MAP"
Bad conversion: array
Error in expression <te} do {
_count = _count + 1;
_enemys = nearestObjects[_unit,["Man"], 40];
if(co>
 Error position: <nearestObjects[_unit,["Man"], 40];
if(co>
 Error 0 Elemente angegeben, 3 erwartet
Bad conversion: array
Error in expression <te} do {
_count = _count + 1;
_enemys = nearestObjects[_unit,["Man"], 40];
if(co>
 Error position: <nearestObjects[_unit,["Man"], 40];
if(co>
 Error 0 Elemente angegeben, 3 erwartet
"WARCONTEXT: SANITING: MISSION IS FINISHED"
Bad conversion: array
Error in expression <te} do {
_count = _count + 1;
_enemys = nearestObjects[_unit,["Man"], 40];
if(co>
 Error position: <nearestObjects[_unit,["Man"], 40];
if(co>
 Error 0 Elemente angegeben, 3 erwartet


ok i will fix it for the next release :D

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is there an other request for the next release ? :D

Edited by code34

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is there an other request for the next release ? :D

BAF Version :) , and maybe, when i have to play alone on our ded server an option to recruit some ai..maybe as a selectable parameter for admin.

-ai barracks enable / Disable or something like that..

. cause alone its hard..and i love leading some ai fellows

perfect team-based mission..really nice

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is there an other request for the next release ? :D

I have been enabling AI on my own with all your previous releases,

SO Definitely recruit AI if you can, and if it's not too much trouble.

Thanx

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also put the db value for the "a little help here" sound a bit down..it is very loud if you rescue a pilot or a person and the person is shouting..maybe try disabling that sound after you "grab" him and he's in squad..

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I have been enabling AI on my own with all your previous releases,

Thanx

What do you mean ? :D

---------- Post added at 01:16 PM ---------- Previous post was at 01:15 PM ----------

also put the db value for the "a little help here" sound a bit down..it is very loud if you rescue a pilot or a person and the person is shouting..maybe try disabling that sound after you "grab" him and he's in squad..

Ok for next release :yay:

---------- Post added at 01:18 PM ---------- Previous post was at 01:16 PM ----------

BAF Version :) , and maybe, when i have to play alone on our ded server an option to recruit some ai..maybe as a selectable parameter for admin.

-ai barracks enable / Disable or something like that..

. cause alone its hard..and i love leading some ai fellows

perfect team-based mission..really nice

Actually, you can already recruit some AI in the barrack in front of chopper (v 1.16).

Edited by code34

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What do you mean ? :D

Actually, you can already recruit some AI in the barrack in front of chopper (v 1.16).

? Don't ask me, you're the man :confused: i try that later

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Having an AI that automatically heals you using norrin's revive scripts would be a SUPERB, but I could never get it to work even in AI enabled missions.

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Nah, in here its good,you MUST play it with some guys together. Only for in between some ai guys would be good for covering your back and stuff. I'd like to have bon_inf's ai recruit script in here. I tried to implement that but you also have the bon_preset folder in here.

I think its conflicting somehow..i wanna recruit some pmc boys, because the tiny base and the whole scenario is the Xe Services scenario :) ..i love your mission code

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the recruitement process is a way in the next release to improve the mission :D

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Sounds good..i already implemented bon_infs unit recruit..but it is only working once. After i respawn i cannot recruit anymore..i don't know how to tell the script to be initialized again, after player respawned..

You already have bon_inf's preset in your mission, so you may also use his recruit script..

I have one request, or you have to help me: i need this mission for duala, only with duala units and duala content "war in duala" , that would be superawesome..

Edit: Another question: Am i only able to destroy the comm-tower or are there other buildings i can destroy to break communication or something else??

I really like the time-fast-forward to each mission. So i can play in different daytime-environments..really really good idea man..thumbs up

Edited by Fruity_Rudy

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Sounds good..i already implemented bon_infs unit recruit..but it is only working once. After i respawn i cannot recruit anymore..i don't know how to tell the script to be initialized again, after player respawned..

You already have bon_inf's preset in your mission, so you may also use his recruit script..

I have one request, or you have to help me: i need this mission for duala, only with duala units and duala content "war in duala" , that would be superawesome..

Edit: Another question: Am i only able to destroy the comm-tower or are there other buildings i can destroy to break communication or something else??

I really like the time-fast-forward to each mission. So i can play in different daytime-environments..really really good idea man..thumbs up

Hi , you can set the different units/vehicles/weapons in the WC_fnc_initconfig.sqf

You can also destroy: barracks and heavy factory that are used by renforcement.

You should use the next release cause it will fix a lot of bugs and add new functions :D

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