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code34

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

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is there others requests for next release ? :D

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changelog 1.32 :D

- add fast time can be stop with tab key

- add more car

- add a lot of game parameters

- fix acre & weapons clones (no more somes weapons with same name)

- fix too much data across network

- fix hall of fame content of team

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f*** the changelog - hand out the download!

:eek:

:D

Files are always at the same place :hang: look first post & armaholic first page :D

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exfrog1lt.th.jpg

... guess i forgot this has gone professionell a time ago and it haz its own place @ DevHeaven :rolleyes:

stupid me

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it seems that there's some issue with an ambient sounds - like rain/wind,

they are just not present.

just checked with 1.32 in simulation mode & rechecked in other missions to be sure that it's WiT-related only

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it seems that there's some issue with an ambient sounds - like rain/wind,

they are just not present.

just checked with 1.32 in simulation mode & rechecked in other missions to be sure that it's WiT-related only

yes they are turn off since the first version :D (stupid idea to put birds in desert :D)

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yes they are turn off since the first version :D (stupid idea to put birds in desert :D)

understood, thanks for clarification.

will look up & turn it on in the code now :) rain with no sound makes it too creepy of an experience

--

looks like changing

enableEnvironment in init.sqf from false to true does the trick

Edited by 1nsider

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understood, thanks for clarification.

will look up & turn it on in the code now :) rain with no sound makes it too creepy of an experience

--

looks like changing

enableEnvironment in init.sqf from false to true does the trick

don't worry about that, i will add a parameter to turn them on :D

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don't worry about that, i will add a parameter to turn them on :D

thanks, i think other players might like some ambient sounds as well.

a couple of other suggestions:

  • to change AI recruitment dialog in a way that dialog window will not close after recruiting the AI soldier every time
    or to borrow the bon_recruit_units script (very handy piece of code)
  • to change one of the UH-60s to a Little Bird with FLIR (ACE) or Venom with FLIR (comes in vanilla ArmA)
    in order to have not only a transport chopper, but a recon chopper as well
  • i believe someone has asked for this one already - to have an ability to recover wrecks of own vehicles in Sim mode

also, I spice WiT up a bit by adding Bon's enemy_camps script from TFORCEs

And thanks for the mission, btw -

it turned out to be a lot of fun, specially for low number of players (who knew, huh).

I play it rather a lot recently, on my own, when there's not enough of fellow players for a proper TFORCE coop.

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also, I spice WiT up a bit by adding Bon's enemy_camps script from TFORCEs

Can you explain what is it ? :eek:

to change one of the UH-60s to a Little Bird with FLIR (ACE) or Venom with FLIR (comes in vanilla ArmA)

in order to have not only a transport chopper, but a recon chopper as well

All about units, vehicles preference have to be edit by players :D

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Can you explain what is it

The script helps to add some ambient threat to the map by randomly placing an enemy outposts all over.

But nevermind, actually, I've realized that WiT generates some ambient threats near the main objective anyway +

not a lot of players would like to get shot at all the way across the map.

All about units, vehicles preference have to be edit by players :D

makes sense

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changelog 1.34

- solve the arma tent bug

- add an everybody is medic as parameter

- add a teleport flag at end of mission parameter

- add a teleport at new hq

- tune shortest time between mission

- fix a weapon arma2 crash

- fix wreck zone

- tune recruitment menu

- add some new parameters like environment, civilian, air patrol etc.

Yes it's a very big UPDATE one day later :D :D :D

Edited by code34

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Only started playing this on our server this week, very impressed.:)

Will return with more ideas later, remember you can never have enough parameters.

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Yes it's a very big UPDATE one day later

that was some busy saturday night huh

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All about units, vehicles preference have to be edit by players :D

so i take it its ok to "modify" it to our standards?

I just changed one of the BH´s to a MH6 in the editor,i guess i dont need to edit any of the mission files to have it working correctly eh?

Means the respawn does apply to those units too without adapting any scripts,or?

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so i take it its ok to "modify" it to our standards?

I just changed one of the BH´s to a MH6 in the editor,i guess i dont need to edit any of the mission files to have it working correctly eh?

Means the respawn does apply to those units too without adapting any scripts,or?

yes. Only check if vehicle has a name and is in the blue marker of base :D

---------- Post added at 01:26 PM ---------- Previous post was at 12:49 PM ----------

i share with you the best configuration server that i know for this mission:

MaxMsgSend=2048;

MaxSizeGuaranted=738;

MaxSizeNonguaranteed=64;

MinBandwidth=83886000;

MaxBandwidth=10485760000;

MinErrorToSend=0.008;

Can you give me feedback about lag experiences with lastest version regarding number of players/JIP ?

Edited by code34

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well,we havnt tested it under max players,we played with max of 8 people in the highest number and i did not notice any "large" performance issues while playing

JIP seems to work as usual,at least i heard no complainments about anything untill yet

Imo it runs noticeably better than the previous versions (1.20´s)

I still cant believe that this mission is so rarely played,it offers so much variation and can really put teamwork in the first place - then again,i barely see >10 servers running it and only 3-4 of em with actual players :eek:

Still,again *2 thumbs up*

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I though about experiences like yellow/red chain during the game while there is not join players.

I still cant believe that this mission is so rarely played,it offers so much variation and can really put teamwork in the first place - then again,i barely see >10 servers running it and only 3-4 of em with actual players :eek:

Still,again *2 thumbs up*

yes ;( i think it could be cool to organize a wit event with more 20 players a day to see how it is :D

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well,í´m available Friday/Saturday´s around 21.oo CET+1 for a session ... just need to agree on a server to play on

Guess we can get more players from the BIforums too haha

:D

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Anyone who is willing to work as a team and patient enough to wait for a medic is more than welcome into our server. We run a custom ACE version of the latest build.

As i say all those willing to play properly are more than welcome.

Server - ^BOB^ Killzone

Sometimes we run a password game for regulars and invitees, again we dont mind new players aslong as they have the right mindset.

Password = fun

If that password does not work it is because we are having a private session.

Server is located in the UK.

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thks for the invitation :D

I have a very good news ! Like i follow the di capraia island project since a long time, i have decide to port one version for this island !

The great news is that port bring with it, new fix for some issues that happens on other island. :D

Changelog:

- special release for Isla Di Capraia

- add some fixes relative to water, operation positionning, kind of operations

- add a special vehicle build feature at hq

- add somes new parameters

Edited by code34

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couple of minor bugs experienced with latest version (1.32)

  • witnessed some dynamically generated objects hovering in the air,
    specifially - it was a camo net not far from mission area.
  • upon respawn on FOB, one of the players have heard the siren sound (quite loud). he has been able to hear the sound continiously while he stayed at base 'blue' zone.
    other players at base haven't heard anything.
    nuke feature has been disabled in the parameters.
  • have not been able to encounter any IED still :)

--

conditions:

game running at dedicated server, session lasted for about 1 hour,

minor customizations were introduced to the mission setting (shouldn't had effect on game logic).

cheers.

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