overcharger 0 Posted June 23, 2012 don't understand your question. Check mainloop to understand how it works ;) Excuse me, my English sucks. I'm trying to understand how the missions are generated. Share this post Link to post Share on other sites
code34 248 Posted June 23, 2012 Excuse me, my English sucks. I'm trying to understand how the missions are generated. depend of what you thinking of, if it is the mission : createsidemission script, if it is the environnement : mainloop Share this post Link to post Share on other sites
overcharger 0 Posted June 24, 2012 Hi, thanks for the answer. I already modified the createsidemission file (almost all missions). Now, I'm modifying the commonInitconfig, but I have two questions: 1) Iron Front has no resistance side, can I repeat units on the resistance side and the east side? 2) I need to know what kind of buildings put here: wccompositions = ["MediumTentCamp_TK_EP1","MediumTentCamp2_TK_EP1","MediumTentCamp3_TK_EP1"... Share this post Link to post Share on other sites
code34 248 Posted June 24, 2012 Hi, thanks for the answer.I already modified the createsidemission file (almost all missions). Now, I'm modifying the commonInitconfig, but I have two questions: 1) Iron Front has no resistance side, can I repeat units on the resistance side and the east side? 2) I need to know what kind of buildings put here: wccompositions = ["MediumTentCamp_TK_EP1","MediumTentCamp2_TK_EP1","MediumTentCamp3_TK_EP1"... 1) use empty array instead for resistance side, it should work (cause resistance and east side array are merged after) 2) it s composition (several objects that build together a composition), i don't know if there are used in IF. Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted June 24, 2012 code34 - My group asked if we could make one of the teams in Iron Rains BAF and one of the teams PMC. What would be the best way of doing that? Share this post Link to post Share on other sites
code34 248 Posted June 24, 2012 code34 - My group asked if we could make one of the teams in Iron Rains BAF and one of the teams PMC. What would be the best way of doing that? You just have to edit the player slots directly in the mp editor of arma :) Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted June 24, 2012 You just have to edit the player slots directly in the mp editor of arma :) Awesome - we will do that :) Share this post Link to post Share on other sites
overcharger 0 Posted June 25, 2012 1) use empty array instead for resistance side, it should work (cause resistance and east side array are merged after)2) it s composition (several objects that build together a composition), i don't know if there are used in IF. Ok, thanks. Yesterday, I managed for the first time and the mission work in IF. A small campaign with two missions. I found some problems. The mission HQ marker didn´t appear on the map and, in the last mission, the HQ got a position too far from the target. About the side missions, some of them have a varname like this: case 43: { _missiontext = [_missionname,"Retrieve","an AH64"]; _vehicle = createVehicle ["AH64D_EP1", _position, [], 0, "NONE"]; [_vehicle] spawn WC_fnc_rob; _varname="bonusah64"; If I want to put an IF vehicle, What should I do with this varname? Share this post Link to post Share on other sites
code34 248 Posted June 25, 2012 Ok, thanks.Yesterday, I managed for the first time and the mission work in IF. A small campaign with two missions. I found some problems. The mission HQ marker didn´t appear on the map and, in the last mission, the HQ got a position too far from the target. About the side missions, some of them have a varname like this: case 43: { _missiontext = [_missionname,"Retrieve","an AH64"]; _vehicle = createVehicle ["AH64D_EP1", _position, [], 0, "NONE"]; [_vehicle] spawn WC_fnc_rob; _varname="bonusah64"; If I want to put an IF vehicle, What should I do with this varname? 1) do you use the lastest version ? 2) you should use the varname of the class that are used by if (don't know the classname cause i do'nt have the game :) ) Share this post Link to post Share on other sites
overcharger 0 Posted June 25, 2012 1) do you use the lastest version ?2) you should use the varname of the class that are used by if (don't know the classname cause i do'nt have the game :) ) 1) I´m working over WIT 1.44 (the last version I think) 2) You mean that I have to put the classname like: _varname="LIB_Pe2" where LIB_Pe2 is the classname of the aircraft. Share this post Link to post Share on other sites
code34 248 Posted June 25, 2012 1) I´m working over WIT 1.44 (the last version I think)2) You mean that I have to put the classname like: _varname="LIB_Pe2" where LIB_Pe2 is the classname of the aircraft. 1-yes for the classname 2- you should use the last beta release on git Share this post Link to post Share on other sites
zuff 10 Posted June 25, 2012 code34 Any reason why items are not getting saved in ruck packs (non-ace) after respawn? The packs themselves are saved but not the items in them. I looked through "WC_fnc_saveloadout.sqf" and saw that it only saves the backpack itself, not what's in it. Any clue how I could fix this? Thanks! Share this post Link to post Share on other sites
overcharger 0 Posted June 26, 2012 (edited) 2- you should use the last beta release on git Why? Thanks a lot for your help. Edited June 26, 2012 by OverCharger Double post Share this post Link to post Share on other sites
code34 248 Posted June 26, 2012 (edited) Why?Thanks a lot for your help. cause there are more fix in it than in others :) ---------- Post added at 08:25 ---------- Previous post was at 08:20 ---------- code34Any reason why items are not getting saved in ruck packs (non-ace) after respawn? The packs themselves are saved but not the items in them. I looked through "WC_fnc_saveloadout.sqf" and saw that it only saves the backpack itself, not what's in it. Any clue how I could fix this? Thanks! Ok i just fixed it Edited June 26, 2012 by code34 Share this post Link to post Share on other sites
fruity_rudy 16 Posted June 26, 2012 any new RC code-boy? currently testing on fallujah with custom content only( 3rd party units in the array are still working)..Thx for simplifying the whole script so much. Makes porting and customizing so damn easy. I got some time this week for testing if you have new RC. And thanks to that lame DayZ mod, bis is doing so much beta patches, which are quite awesome for coops..I wonder if these patches would have been released without that mod. Share this post Link to post Share on other sites
zuff 10 Posted June 26, 2012 Ok i just fixed it This is great news! Is the fix on Git? What file(s) did you edit to fix it so I can update my mission? Thanks :) Share this post Link to post Share on other sites
code34 248 Posted June 26, 2012 This is great news! Is the fix on Git? What file(s) did you edit to fix it so I can update my mission?Thanks :) look the git ! :) all informations about the changes are notified https://github.com/code34/war-in-takistan/commits/1.6 ---------- Post added at 18:40 ---------- Previous post was at 18:38 ---------- any new RC code-boy? currently testing on fallujah with custom content only( 3rd party units in the array are still working)..Thx for simplifying the whole script so much. Makes porting and customizing so damn easy. I got some time this week for testing if you have new RC. And thanks to that lame DayZ mod, bis is doing so much beta patches, which are quite awesome for coops..I wonder if these patches would have been released without that mod. yes, but i don't think it's a rc cause so much bugs are reported :) last release always at the same url :) https://github.com/code34/war-in-takistan/zipball/1.6 Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted June 29, 2012 Hey code34 - can you give me a quick pointer at what files need to be changed to port War in Takistan to other maps? I made a quick port to Lingor (moved the relevant markers on the map, move the base) and was surprised how solid it was immediately! Really impressive. But I'd like to make sure I get it right. For instance - are there any files that require set co-ordinates? I know Fruity Rudy has done a version - but his isn't publicly available as far as I know and we tend to play with vanilla OA + CBA (rather than ACE etc). Additionally I like tweaking the setup - and War In Takistan is a fabulous mission to play with and explore :) Edit: Just also wanted to say that having had a look under the hood, as it were, War Context is really awesome Share this post Link to post Share on other sites
code34 248 Posted June 29, 2012 to do the minimal port: you just have to use the new mission.sqm for map makers at root directory to build your own base to do more: you can tune for the island the createsidemission script, and the stringtable :) Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted June 29, 2012 to do the minimal port:you just have to use the new mission.sqm for map makers at root directory to build your own base to do more: you can tune for the island the createsidemission script, and the stringtable :) Awesome - I shall do that! Thanks :) ---------- Post added at 20:00 ---------- Previous post was at 19:56 ---------- Awesome - I shall do that! Thanks :) Comparing mission.sqm to mission_lite_for_mission_makers_rename_it.sqm I can see the lite version is a lot smaller and doesn't use as many addons - are the differences Takistan specific then? Share this post Link to post Share on other sites
code34 248 Posted June 29, 2012 Awesome - I shall do that! Thanks :)---------- Post added at 20:00 ---------- Previous post was at 19:56 ---------- Comparing mission.sqm to mission_lite_for_mission_makers_rename_it.sqm I can see the lite version is a lot smaller and doesn't use as many addons - are the differences Takistan specific then? mission lite = only elements require to run the mission (markers, buildings). Mission lite doesn't contain the base. You can use it for island you want. Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted June 29, 2012 In the today's git version this file appears to be missing: warcontext\actions\WC_fnc_returntobase.sqf (I think it is the teleport back to HQ from MHQ script). Is it actually missing or are you refactoring/renaming it? :) ---------- Post added at 21:10 ---------- Previous post was at 21:08 ---------- mission lite = only elements require to run the mission (markers, buildings). Mission lite doesn't contain the base. You can use it for island you want. Great! Good to know. Personally, I like the base - but it is really helpful to have a clean version for comparison I found that autoloading new units really slowed down the loading but because your warcontext engine is beautifully organised and well put together it was the work of a minute to change the default TK units to Lingor ones :) ---------- Post added at 22:29 ---------- Previous post was at 21:10 ---------- In the today's git version this file appears to be missing: warcontext\actions\WC_fnc_returntobase.sqf (I think it is the teleport back to HQ from MHQ script). Is it actually missing or are you refactoring/renaming it? :) Ah I see you have been refactoring it as WC_fnc_doreturntobase.sqf. So in that case in case you didn't know (and I am sure you did!): There is a incorrect function call then when activating teleport back to base from the MHQ as it is still calling "WC_fnc_returntobase.sqf" not "WC_fnc_doreturntobase.sqf" :) That said - by the looks of it, your refactoring is going to be a nice improvement. The War Context engine is really powerful Share this post Link to post Share on other sites
code34 248 Posted June 29, 2012 In the today's git version this file appears to be missing: warcontext\actions\WC_fnc_returntobase.sqf (I think it is the teleport back to HQ from MHQ script). Is it actually missing or are you refactoring/renaming it? :) ---------- Post added at 21:10 ---------- Previous post was at 21:08 ---------- Great! Good to know. Personally, I like the base - but it is really helpful to have a clean version for comparison I found that autoloading new units really slowed down the loading but because your warcontext engine is beautifully organised and well put together it was the work of a minute to change the default TK units to Lingor ones :) ---------- Post added at 22:29 ---------- Previous post was at 21:10 ---------- Ah I see you have been refactoring it as WC_fnc_doreturntobase.sqf. So in that case in case you didn't know (and I am sure you did!): There is a incorrect function call then when activating teleport back to base from the MHQ as it is still calling "WC_fnc_returntobase.sqf" not "WC_fnc_doreturntobase.sqf" :) That said - by the looks of it, your refactoring is going to be a nice improvement. The War Context engine is really powerful thanks :) i just fixed it. Share this post Link to post Share on other sites
Vilos Cohaagen 1 Posted June 29, 2012 thanks :) i just fixed it. No worries - I am tracking your git changes and will let you know if I come across any other issues. Honestly - I've been amazed how few issues there have been! :) Share this post Link to post Share on other sites
code34 248 Posted June 30, 2012 No worries - I am tracking your git changes and will let you know if I come across any other issues. Honestly - I've been amazed how few issues there have been! :) few syntax issue but a lot of functionnals bugs ;) Share this post Link to post Share on other sites