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code34

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

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Yay! Also, phew! I really love War in Takistan - you have made such a cool framework for missions :)

just add the change for west patrol in generic patrol script

wcgarbage = [_group] spawn WC_fnc_patrol;

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Yes try it and give me a feedback.

i Currently work on other big part.

Most of my think goes to infiltration stage ;)

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Yes try it and give me a feedback.

i Currently work on other big part.

Most of my think goes to infiltration stage ;)

Infiltration <-- yes please! Those are awesome missions :)

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just add the change for west patrol in generic patrol script

Ok I've tried using that several times but no luck. I tried placing it in WC_fnc_createsidemission.sqf in the mission entry, and tried it in WC_fnc_createlistofmissions.sqf in the secion with tweaks to the number of vehicles and enemies for a mission like this (example from WC_fnc_createsidemission.sqf):

	case 83: {
		_missiontext = [_missionname, "Secure a Radio Telescope"];
		_vehicle = (nearestObjects [_position, ["Land_MBG_Radiotelescope"], 400]) call BIS_fnc_selectRandom;
		diag_log format ["WARCONTEXT: CREATING FRIENDLY PATROL"];
		_group = createGroup west;
		wcgarbage = [_group, 10] spawn WC_fnc_patrol;
		wcgarbage = [_vehicle] spawn WC_fnc_securezone;
		_missiontype = "secure";
		wcbonusfame = 0;			
	};	

Firstly it seems to also require an area variable (e.g. wcgarbage = [_group, 10] spawn WC_fnc_patrol; ) or i get an error.

But then when I do that the script runs but no friendly forces appear. I think the script doesn't know where to place them as I don't think it gets fed a position?

The following ugly hack does work:

	case 83: {
		_missiontext = [_missionname, "Secure a Radio Telescope"];
		_vehicle = (nearestObjects [_position, ["Land_MBG_Radiotelescope"], 400]) call BIS_fnc_selectRandom;
                      // Generate Friendlies
		diag_log format ["WARCONTEXT: CREATING FRIENDLY PATROL"];
		_group = createGroup west;
		_count = 0;
		while {_count < wclevelmaxoutofcity} do {
			_type = wcfriendlyforces call BIS_fnc_selectRandom;
			_unit = _group createUnit [_type, _position, [], 0.8, "NONE"];
			_count = _count + 1;				
		};
		wcgarbage = [_vehicle] spawn WC_fnc_securezone;
		_missiontype = "secure";
		wcbonusfame = 0;			
	};	

(wcfriendlyforce is an array i stuck in commoninitconfig :) )

And the main difference is that they get fed a position.

Any thoughts? I am sure I an probably using the script incorrectly but that is the best I've been able to figure out :)

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yes that is the good way. You have to create a west group before with units inside, and give it as pameter of the patrol script.

The patrol script take the areasize parameter , and create random waypoint in it.

you certainly forgot to call the script like this :)

case 83: {

_missiontext = [_missionname, "Secure a Radio Telescope"];

_vehicle = (nearestObjects [_position, ["Land_MBG_Radiotelescope"], 400]) call BIS_fnc_selectRandom;

// Generate Friendlies

diag_log format ["WARCONTEXT: CREATING FRIENDLY PATROL"];

_group = createGroup west;

_count = 0;

while {_count < wclevelmaxoutofcity} do {

_type = wcfriendlyforces call BIS_fnc_selectRandom;

_unit = _group createUnit [_type, _position, [], 0.8, "NONE"];

_count = _count + 1;

};

wcgarbage = [_vehicle, 50] spawn WC_fnc_patrol;

_missiontype = "secure";

wcbonusfame = 0;

};

Edited by code34

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Cool thanks! :)

yes that is the good way. You have to create a west group before with units inside, and give it as pameter of the patrol script.

The patrol script take the areasize parameter , and create random waypoint in it.

you certainly forgot to call the script like this :)

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Cool thanks! :)

i added an example mission 77 :)

Edited by code34

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i added an example mission 77 :)

Yeah that was very helpful.

A possible bug with the new "bon_getbackpack script" - we can find the backpack pile fine, can open up the menu, but when we click on a backpack to select it the menu simply closes and no backpack is issued. Any ideas?

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Yeah that was very helpful.

A possible bug with the new "bon_getbackpack script" - we can find the backpack pile fine, can open up the menu, but when we click on a backpack to select it the menu simply closes and no backpack is issued. Any ideas?

Does it happen with the default/vanilla mission ? Cause it works fine for me.

However , i also had a similary bug with another test mission that use only this script, but i don't figure it too

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Does it happen with the default/vanilla mission ? Cause it works fine for me.

However , i also had a similary bug with another test mission that use only this script, but i don't figure it too

I will try the vanilla version - good idea. So far I've not seen any error messages. It is possible that the selected characters cannot use the backpacks.

Stuff to test :)

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I will try the vanilla version - good idea. So far I've not seen any error messages. It is possible that the selected characters cannot use the backpacks.

Stuff to test :)

I had a test directory mission with only the init.sqf file and the addbackpack command inside it . it didn't work and i didn't explain why. Like i didn't want to spend to much time, i stopped there.

-- it seems USMC units can not use backpack

Edited by code34

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I had a test directory mission with only the init.sqf file and the addbackpack command inside it . it didn't work and i didn't explain why. Like i didn't want to spend to much time, i stopped there.

-- it seems USMC units can not use backpack

Oh that is weird - I am guessing that units based on USMC troops are the same (such as the Lingorian SWAT soldiers). That's a shame :(

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Oh that is weird - I am guessing that units based on USMC troops are the same (such as the Lingorian SWAT soldiers). That's a shame :(

yes but it a capacity that can be turn on or off by addons maker

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The release of the lastest version is near.

I come back on one year of development for this new release through a video (more than 500 comits applied) :)

Edited by code34

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raising the finger to do beta test on our server!!

i'm waiting for external works before release :)

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Hi code34

I see that you've updated the patrol script so that now instead of:

wcgarbage = [_group, 50] spawn WC_fnc_patrol;

You now have this:

wcgarbage = [_group, (position(leader _group)), 50] spawn WC_fnc_patrol;

Could you explain to me what should be set in

(position(leader _group))

as it isn't clear to me what that element requires?

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in fact, it s not for clear too :))

I don't know if i will pass an object as parameter or a position or both.

Currently you have to use a position where the group have to patrol. In your example, the position is the position where is the leader in a radius of 50m.

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Hello,code34

Can you add a parameter to turn on/off enemies vehicle from spawning list for people who enjoy infantry fight?

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Hi code34,

I've been testing the latest build and it is coming along nicely! Thanks for all your hard work - we love playing with Warcontext :)

That said, I have some bug reports with the current build - all these errors are from 100% vanilla files (I've not changed any of the files in question and each error appears multiple times):

1: Missing sqf

Warning Message: Script warcontext\modules\wc_virtual\WC_fnc_virtual.sqf not found

2: Divide By Zero:

Error in expression <lbText [1500, _index];

_hour = ((_time select _index) select 3);
if(_hour < 10)>
 Error position: <select _index) select 3);
if(_hour < 10)>
 Error Zero divisor
File mpmissions\__CUR_MP.Lingor\warcontext\dialogs\WC_fnc_menuchoosemission.sqf, line 99

3. Issue with weather?

Error in expression <;
100 setRain (wcweather select 0);
100 setfog (wcweather select 1);
100 setOver>
 Error position: <setfog (wcweather select 1);
100 setOver>
 Error Generic error in expression

4. When characters die they start "re-dying" every 10 seconds which also lowers the group's score. It means we have to respawn or we lose, which makes medics a bit odd.

Thanks once again for all your awesome work on Warcontext :)

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Hi code34,

I've been testing the latest build and it is coming along nicely! Thanks for all your hard work - we love playing with Warcontext :)

That said, I have some bug reports with the current build - all these errors are from 100% vanilla files (I've not changed any of the files in question and each error appears multiple times):

1: Missing sqf

Warning Message: Script warcontext\modules\wc_virtual\WC_fnc_virtual.sqf not found

2: Divide By Zero:

Error in expression <lbText [1500, _index];

_hour = ((_time select _index) select 3);
if(_hour < 10)>
 Error position: <select _index) select 3);
if(_hour < 10)>
 Error Zero divisor
File mpmissions\__CUR_MP.Lingor\warcontext\dialogs\WC_fnc_menuchoosemission.sqf, line 99

3. Issue with weather?

Error in expression <;
100 setRain (wcweather select 0);
100 setfog (wcweather select 1);
100 setOver>
 Error position: <setfog (wcweather select 1);
100 setOver>
 Error Generic error in expression

4. When characters die they start "re-dying" every 10 seconds which also lowers the group's score. It means we have to respawn or we lose, which makes medics a bit odd.

Thanks once again for all your awesome work on Warcontext :)

Thanks Slerbal for your report.

for .1, it s normal

for 2. & .3 & .4 are u sure to completely sync with repository branch 1.6 ?

.4 does it happen everytime ?

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Thanks Slerbal for your report.

for .1, it s normal

for 2. & .3 & .4 are u sure to completely sync with repository branch 1.6 ?

.4 does it happen everytime ?

1. Ok :)

2-4. Yes I am 100% in sync with the repository (I just double checked).

4. It does seem to. I can confirm it defininitely happens every time in water. It appears to happen every time otherwise but I can;t be 100% sure of that (other than the log lists each character dying at least twice).

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1. Ok :)

2-4. Yes I am 100% in sync with the repository (I just double checked).

4. It does seem to. I can confirm it defininitely happens every time in water. It appears to happen every time otherwise but I can;t be 100% sure of that (other than the log lists each character dying at least twice).

can you explain more the .4 i m not sure to understand well when it happens

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ok i fixed the .3 & .4 in last commit :)

i can t reproduce the .2

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