Jump to content
Sign in to follow this  
Fireball

Insurgency

Recommended Posts

Excellent Fireball .... will test this this evening on my dedi.

Kremator

Share this post


Link to post
Share on other sites

Ausome!

Thanks alot Fireball!

lol just to think of Insurgency a few buddies and I were playing the Takistan version last night from 8pm til 3am straight!

found only 2 caches though, but it was a serious blast! Especially with COWarMod ;)

Share this post


Link to post
Share on other sites

Is there anything known about incompatibilities to linux servers?

We tried to try Insurgency yesterday, but, several times i lost my admin control on the server and had to reconnect to end the mission, didn't see any other player, and the opponents needed big numbers of hits to die finally. There was no desync reported, and I don't experience that kind of things with other missions.

Share this post


Link to post
Share on other sites

Had a little go on the mission .... good so far EXCEPT .... that bloody remote control helicopter!

When you are in control of it you CANNOT control where it looks ... ie if there is a target the pilot keeps LOOKING at it. Makes it uplayable. Won't be using the remote chopper in parameters now.

Share this post


Link to post
Share on other sites

Question for you Fireball.

Is there some reason you have insurgency0_76.takistan folder, then inside another folder labled insurgency.takistan

with all the mission info,scripts ect,. inside?

The remote chopper you can steer if you hit your freelook button.

I dont see the point of having a remote chopper, I think it would be better to have a chopper everyone can get into and

go to where ever, as Once I fly someone where were all fighting then i still got to get myself to the same place, and only

way to do that is to drive, and if it far then im missing out somewhat, most times I just respawn on my squad which defeats the realism.

For the A-10, being able to call in airstrikes versus flying the thing myself, i'd rather be on the ground in the action and

then have an A-10 come in and hit a target Im having trouble with. Call in an airstrike via mapclick.

Another idea I had was the ability to pick where you start out, as sometimes the base spawns in places that you have

played in an area before, a change of scenery really adds to the immersion or fun to the mission.

The Mission otherwise is great, I dont mean to come across as complaining, as you guys did a hell of a job,

and the mission is a real blast to play, it just needs to be tweaked in some areas thats all.

Share this post


Link to post
Share on other sites
Question for you Fireball.

Is there some reason you have insurgency0_76.takistan folder, then inside another folder labled insurgency.takistan

with all the mission info,scripts ect,. inside?

I hope this is not your biggest problem...? Well it's how I batched my PBO'ing using MakePBO.exe. It points to each directory of my repo subdirs. Obviously that subdir is included by MakePBO - as long it works, it's fine for me.

The remote chopper you can steer if you hit your freelook button.

I dont see the point of having a remote chopper, I think it would be better to have a chopper everyone can get into and

go to where ever, as Once I fly someone where were all fighting then i still got to get myself to the same place, and only

way to do that is to drive, and if it far then im missing out somewhat, most times I just respawn on my squad which defeats the realism.

I left it in because there were not many people playing Insurgency frequently, and when you're in with 2-4 people you could be glad for AI transportation after e.g. blowing up stuff. But I might set default for Remote Controlled chopper to OFF eventually, as it seems it's getting reciprocally unpopular to the popularity of the mission.

EDIT: But you realized that there is a mission parameter to have the heli unmanned, right?

For the A-10, being able to call in airstrikes versus flying the thing myself, i'd rather be on the ground in the action and

then have an A-10 come in and hit a target Im having trouble with. Call in an airstrike via mapclick.

Well it would require something like a laser target maybe. I'll think about it. While rocko does something like this for the ACE version, I think to recall that it should be scriptable by using Vanilla AI acquiring ground units laser targets too.

Another idea I had was the ability to pick where you start out, as sometimes the base spawns in places that you have

played in an area before, a change of scenery really adds to the immersion or fun to the mission.

I don't see this as much of an issue, since you should be after the caches anyway and they're quite random. So as soon you have to move over, your scenery changes.

But I think, now as I write about it, to know a way how you could pick your general area where you'd like to start...

How about placing a feature ticket onto my DH project space for both ideas ("A-10 directed airstrike" and "pick the spawn") adding your input there?

Share this post


Link to post
Share on other sites

Fireball, thanks for converting insurgency to the other islands.:D

But there is a problem with your dev-heaven files:

insurgency0_76.fallujah.7z (is actually plr_mana)

insurgency0_76.lingor.7z (is actually fallujah)

insurgency0_76.plr_mana.7z (is actually lingor)

No problem, I just renamed the files with the correct island extension.

Share this post


Link to post
Share on other sites
Fireball, thanks for converting insurgency to the other islands.:D

But there is a problem with your dev-heaven files:

insurgency0_76.fallujah.7z (is actually plr_mana)

insurgency0_76.lingor.7z (is actually fallujah)

insurgency0_76.plr_mana.7z (is actually lingor)

No problem, I just renamed the files with the correct island extension.

ZOMG...umm, it was a TEST! Yeah, just a TEST to see how many play the exotic islands... :D

No, it was my PBO'ing script...I mixed it up late at night when I pushed that release, fixed and will re-upload in a minute.

Share this post


Link to post
Share on other sites
Originally Posted by Günter Severloh

Question for you Fireball.

Is there some reason you have insurgency0_76.takistan folder, then inside another folder labled insurgency.takistan

with all the mission info,scripts ect,. inside?

Originally Posted by Fireball

I hope this is not your biggest problem...? Well it's how I batched my PBO'ing using MakePBO.exe. It points to each directory of my repo subdirs. Obviously that subdir is included by MakePBO - as long it works, it's fine for me.

I tried the mission without opening the pbo, and hosted it in mp but the mission wouldn't load.

I just seen that the folder setup wont allow the mission to load because theres a folder within a folder with the files inside,

Its no big deal so i just removed the one folder, so now its only 1 folder and then the files inside.

I added to tickets for features on the Insurgency on DevHeaven.

Share this post


Link to post
Share on other sites

Been playing most of the night-Thanks for the grass update!

Helps me on a single core :D

But dont see a prob with 'no grass' ;)

Good update thanks! :cool:

Share this post


Link to post
Share on other sites
I tried the mission without opening the pbo, and hosted it in mp but the mission wouldn't load.

I just seen that the folder setup wont allow the mission to load because theres a folder within a folder with the files inside,

Its no big deal so i just removed the one folder, so now its only 1 folder and then the files inside.

I added to tickets for features on the Insurgency on DevHeaven.

Not sure if you're doing what I think. Are you trying to use it in the MP editor? Then yes, if you depbo the mission, you need to remove the subfolder.

If you don't unpack the mission loads just fine for me.

Share this post


Link to post
Share on other sites

How about adding Civilians inside the INS mission, so more Civis you kill by accident ofcorse, so more resitance you have.Like suiccide bombers.Insurgent hiding in civlins and puting threr guns out when you dont look at theme(sneaky).

So no spray and pray, but id targets and no carpet bombing.

You can still spray and pray and carpet bomb but it has consequens for your team.

Share this post


Link to post
Share on other sites
Are you trying to use it in the MP editor?

Yes I was. What I was trying to do with the mission is have the parameters already preset so when you get

iname you didn't have to mess with them, and I also added a few more weapons to the loadout.

I was wondering how do you guys have the caches setup, like is it scripted so they spawn in random places, but only in houses?

and Lastly

How did you guys do the grid change like when theres enemy in a grid and then you clear it out and the green changes to green,

Its seems like an area trigger but Obviously its not as theres nothing preset or even in the mission I can see that makes it so,

just wondering how you guys do that, I'd like to implement something like that in some missions I have built.

Share this post


Link to post
Share on other sites
Yes I was. What I was trying to do with the mission is have the parameters already preset so when you get

iname you didn't have to mess with them, and I also added a few more weapons to the loadout.

Usually you do mission param presets in your dedicated server config as outlined in the BIKI.

I was wondering how do you guys have the caches setup, like is it scripted so they spawn in random places, but only in houses?

and Lastly

How did you guys do the grid change like when theres enemy in a grid and then you clear it out and the green changes to green,

Its seems like an area trigger but Obviously its not as theres nothing preset or even in the mission I can see that makes it so,

just wondering how you guys do that, I'd like to implement something like that in some missions I have built.

To explain all this takes more than just few lines of forum post. The mission is 95% scripted and the rest are the player units and few prepared units, such as the MHQ, HQ, Sandbags, Helipad "H" and some helper units. There are absolutely no triggers, except for a game logic.

If you want to know what is done how in detail you should find me on TS some day. PM me so I can give you my Skype details.

Share this post


Link to post
Share on other sites

Mission parameters I changed were dealing with how many guys to clear a grid, time of day, how many AI are vehicles, that sort of thing.

I know about the server aspect I have my own game server I was just setting up the parameters for the mission in the description.ext

Share this post


Link to post
Share on other sites

Yeah, but those can still be set by the parameters. For example, this is how our server config looks for the Fallujah mission:

class InsurgencyFallujah

{

template = insurgency0.76.fallujah;

difficulty = "veteran";

class Params

{

aiSkill = 4; //AI Accuracy, 1 is .1, 2 is .2, 3 is .3, up to 10 is 1.0

maxAIPerPlayer = 4; //AI numbers, 2 is 50%, 4 is 100%, 6 is 150%, 8 is 200%

eastRatio = 1; //OPFOR ratio, 1 is none, 2 is 1:2, 4 is 1:4, -1 is coop only

markersEnabled = 0; //Enable insurgency markers, 1 is true 0 is false

cacheCount = 4; //Number of ammo caches, 1 to 9

startLives = -1; //Number of respawns, -1 is infinite, 0, 5, 10, 20, 50, 100, 200, 350, 500

playersNeeded = 1; //Players needed to clear a square, 1 2 or 3

eastVehicleNum = 4; //Number of AI vehicles, 1 to 9

heliRC = 0; //Remote controlled helicopter, 0 is no 1 is yes

mhqDeployTimer = 1800; //HQ re-deployment timer, -1 is instant, 1800 is 30min, 3600 is 60min

hqProtectionRing = 300; //HQ Base protection in meters, -1 is none, 100, 200, 300, 400

useroptions = 1; //Players can set viewdistance and grass, 0 is no, 1 is yes

Month = 4; //Set the month, 1 to 12

Day = 20; //Set the date, 1 to 31

Hour = 7; //Set the hour, 1 to 24

Minute = 30; //Set the minute, 00, 15, 30, 45

};

};

Although I was thinking about doing the same thing you are because the settings don't save if I manually skip over a mission in the rotation and it would be nice to have it all set so I don't have to go to the parameters and change them when we decide to skip over Takistan in favor of Lingor and such.

Share this post


Link to post
Share on other sites

I have tried to unpbo this mission to make a custom version for a few friends but i only get a pbo prefix file and a .dll file.

Can anyone else open this mission?

I am using Cpbo.

Share this post


Link to post
Share on other sites

Fireball: thanks for the update. Much appreciated.

Having played Insurgency now for almost 10 hours I've got 2 questions:

a) Is it possible to edit the mission so that empty slots will be populated by AI? If so, how?

b) Also is it possible to modify the number of weapon caches?

The reason I'm asking as with only 4, it takes us hours to make any headway.

In fact we've yet to find a single cache!

Share this post


Link to post
Share on other sites
b) Also is it possible to modify the number of weapon caches?

Hey Domokun, its in the parameters for the mission, theres 9 total caches, unless you already knew this and are asking for more?

Clear out the red squares, and some of the enemy will drop brief cases, pick them up which will give you clues as to how far from you the caches are,

when you see a number with ? next to it then go to that area and clear some more grids, youll find the caches roughly in the area of the ?500 number.

you find the caches inside houses or buildings.

They take time to find, most I ever found with a few buddies was 2 in one night, but the real fun

is clearing grids and getting into some fun firefights with the enemy.

Share this post


Link to post
Share on other sites

The reason I'm asking as with only 4, it takes us hours to make any headway.

In fact we've yet to find a single cache!

It takes some practice.

But after we got 4-5 clues my clan mate is doing even solo cache-blowups at times. You currently can use e.g. Mk.19 on the HMMV or an A-10 strike to blow up a suspected house including the contained cache - "the cheap way[tm]".

Share this post


Link to post
Share on other sites

Although I was thinking about doing the same thing you are because the settings don't save if I manually skip over a mission in the rotation and it would be nice to have it all set so I don't have to go to the parameters and change them when we decide to skip over Takistan in favor of Lingor and such.

Not sure if there is a cleaner solution, but you can always just unpbo the mission and edit the default parameter settings in the description.ext.

Share this post


Link to post
Share on other sites
Not sure if there is a cleaner solution, but you can always just unpbo the mission and edit the default parameter settings in the description.ext.

That's what Günter Severloh said he was doing - and what I meant when I said I was thinking about doing the same thing. :p

Share this post


Link to post
Share on other sites

Yup and this is what I did for the Takistan one:

the following code in black are the ones I changed

showCompass   = 1; 
showGPS       = 1; 
showMap       = 1; 
showWatch     = 1; 
debriefing    = 1; 
respawn       = [b]3[/b]; 
respawnDelay  = [b]3[/b]; 
respawnDialog = 1; 
disabledAI    = 1; 

class Header { gameType   = Coop; minPlayers = 1; maxPlayers = 24; }; 

class Params {
class EmtpyLine1 {
	title = ":: Game Settings";
	values[]={0,0};
	texts[]={ "",""};
	default = 0;			
};
class aiSkill {
	title="    AI Accuracy"; 
	values[]={ 1,2,3,4,5,6,7,8,9,10 }; 
	texts[]={ "0.1","0.2","0.3","0.4","0.5","0.6","0.7","0.8","0.9","1.0" }; 
	default=[b]3[/b]; 
	code = ""; 
};
class maxAIPerPlayer {
	title="    AI Numbers"; 
	values[]={ 2,4,6,8 }; 
	texts[]={ "50%","100%","150%","200%" }; 
	default=6; 
	code = ""; 
};
class eastRatio {
	title="    OPFOR Ratio"; 
	values[]={ 1,2,4,-1 }; 
	texts[]={ "None","1:2","1:4","COOP only" }; 
	default=4;
	code = ""; 
};
class markersEnabled {
	title="    Enable Insurgency Markers"; 
	values[]={ 0,1 }; 
	texts[]={ "False","True" }; 
	default=[b]0[/b]; 
	code = ""; 
};
class cacheCount {
	title="    Number of Ammo Caches"; 
	values[]={ 1,2,3,4,5,6,7,8,9 }; 
	texts[]={ "1","2","3","4","5","6","7","8","9" }; 
	default=[b]9[/b]; 
	code = ""; 
};
class startLives { 	
	title="    Number of Respawns"; 
	values[]={ -1,0,5,10,20,50,100,200,350,500 }; 
	texts[]={ "Infinite","0","5","10","20","50","100","200","350","500" }; 
	default=-1; 
	code = ""; 
};
class playersNeeded { 	
	title="    Players needed to clear a Square"; 
	values[]={ 1,2,3 }; 
	texts[]={ "1","2","3" }; 
	default=[b]1[/b]; 
	code = ""; 
};
class eastVehicleNum { 	
	title="    Number of AI Vehicles"; 
	values[]={ 1,2,3,4,5,6,7,8,9 }; 
	texts[]={ "1","2","3","4","5","6","7","8","9" }; 
	default=[b]9[/b]; 
	code = ""; 
};
class heliRC { 	
	title="    Remote-controlled Helicopter"; 
	values[]={ 1,0 }; 
	texts[]={ "Yes","No" }; 
	default=[b]0[/b]; 
	code = ""; 
};
class mhqDeployTimer { 	
	title="    HQ Re-deployment Timer"; 
	values[]={ -1,1800,3600,7200,10800,14400,18000 }; 
	texts[]={ "Instant","30 minutes","60 minutes","120 minutes","180 minutes","240 minutes","300 minutes"}; 
	default=1800; 
	code = ""; 
};
class hqProtectionRing { 	
	title="    HQ Base Protection"; 
	values[]={ -1,100,200,300,400 }; 
	texts[]={ "None","100 meters","200 meters","300 meters","400 meters"}; 
	default=[b]200[/b]; 
	code = ""; 
};
class EmtpyLine2 {
	title = ":: UI Settings";
	values[]={0,0};
	texts[]={ "",""};
	default = 0;
};
class useroptions { 	
	title="    Players can adjust Viewdistance and Grass"; 
	values[]={ 0,1 }; 
	texts[]={ "No","Yes" }; 
	default=0; 
	code = ""; 
};
class EmtpyLine3 {
	title = ":: Time & Date Settings";
	values[]={0,0};
	texts[]={ "",""};
	default = 0;			
};
class Month { 	
	title="    Month"; 
	values[]={ 1,2,3,4,5,6,7,8,9,10,11,12}; 
	texts[]={ "January","Febuary", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"}; 
	default=[b]3[/b]; 
	code = ""; 
}; 
class Day { 
	title="    Day"; 
	values[]={ 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31}; 
	texts[]={ "1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20","21","22","23","24","25","26","27","28","29","30","31"}; 
	default=24; 
	code = ""; 
}; 
class Hour { 
	title="    Hour"; 
	values[]={ 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24}; 
	texts[]={ "1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20","21","22","23","24"}; 
	default=[b]13[/b]; 
	code = ""; 
}; 
class Minute { 
	title="    Minute"; 
	values[]={ 00,15,30,45}; 
	texts[]={ "00","15","30","45"}; 
	default=00; 
	code = ""; 
};
}; 

#include "common\resources\constants.hpp"
#include "common\resources\types.hpp"
#include "common\resources\dialogs.hpp"
#include "common\resources\titles.hpp"

#define LOADSCREEN "\CA\Missions_e\campaign\missions\CE2_Pathfinder.Takistan\img\loading03_co.paa"
#define LOADSCREENTEXT "Insurgency - by pogoman, Fireball"
#include "LoadingScreen.ext"

loadScreen = LOADSCREEN; 
onLoadMission = LOADSCREENTEXT; 
onLoadMissionTime = false;

Then I added some weapons to the loadout.

Did the same for the Zargabad mission too.

Share this post


Link to post
Share on other sites
Hey Domokun, its in the parameters for the mission, theres 9 total caches, unless you already knew this and are asking for more?

Clear out the red squares, and some of the enemy will drop brief cases, pick them up which will give you clues as to how far from you the caches are,

when you see a number with ? next to it then go to that area and clear some more grids, youll find the caches roughly in the area of the ?500 number.

you find the caches inside houses or buildings.

They take time to find, most I ever found with a few buddies was 2 in one night, but the real fun

is clearing grids and getting into some fun firefights with the enemy.

Günter: I know that by default the mission has 9 caches. I also understand the logic behind their location (though I've never found one!). I just wanted to know where I could lower this number. Is there a config file that needs editing?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×