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Fireball

Insurgency

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Well facepalm to me then for not reading properly.

Is your server just an OA server or does it have A2 content as well?

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Sorry for the spamminess of the question but is there a version of this map with AI team mates anywhere? I have found the Oden versions I think — I can recruit AI on that version but there seems to be no enemies?

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OA dedicated plus iv copied over the addons folder from arma 2

I don't know if that's how it works or not. Since I have remote access to my server, I've physically installed A2 then OA on top of it and it works fine for me. Not sure if just uploading the addons cuts it or not, but I'm going to take a wild guess and say you need more than that.

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Give us a tinkle when the .81 goes ACE.

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@mono ... there is a version of Insurgency with AI team mates, made by N3ro Troy. You'll find it on the servers. It is GREAT. He is testing AI revive currently and it is working extremely well.

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That'd be amazing as I've long waited to soldier as part of a greater effort.

So d'you know whether N3ro Troy is going to release it publically?

And what version is it based on?

Edited by domokun

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Well it is on his server, and I think it based on .80 but he has been working on other aygments too.

You can spawn on your AI troops too.

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Ohhh great! Thanks Kremator — I'll have a gander for the IP.

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Well it is on his server, and I think it based on .80 but he has been working on other aygments too.

You can spawn on your AI troops too.

I'm still working on an AI version don't give up on me yet. Here is what I came up with. Command ONE spec op squad on the sever. Players as TL of Force Recon Squad with a working Sapper (I just like the idea of being able to fix Veh or blow it up) Quick heal medic (AI). That's as far as i have got.

Work gets in the way so don't hold your breath It's slow going. On the other hand if I stop fixing stuff that's in the latest version already I could save some time right there lol! I'll check out that AI version you mentioned.

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I just noticed that the fix for pulling injured units out of any vehicle didn't work out like I thought, because infantry units are also accounted as vehicles. I think I'll release 0.81a as a hotfix release tonight.

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Hotfixed:

- "Pull Out Injured" is not displayed on every infantry unit anymore and working properly on choppers

Known Issues:

- You have to get fairly close to the center of Merlin to show the action

- I had to increase the action display condition by 1m - this is a compromise to enable the Battlefield Clearance script to work with the UH-1Y and Merlin, but in turn you are able to pull out/load into already when you're 1m away from a jeep now.

Current version: 0.81a

- Fireball

--------

Project Details

Mission available at

http://dev-heaven.net/projects/insurgency/files

For improvements and fixes, please see the roadmap at:

http://dev-heaven.net/projects/insurgency/roadmap

Please feel free to post your suggestions here or, better even, file a ticket on DevHeaven in the project issue tracker.

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Is there an ACE compatible version of the latest release yet?

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The ACE version has been out since March.

Swedge made a version for ACE see it here:

http://forums.bistudio.com/showthread.php?t=116096&highlight=Ace+insurgency

Search is your friend please use it in the future.

Is there an ACE compatible version of the latest release yet?

Reading people's posts. Please do it in the future.

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I just noticed that the fix for pulling injured units out of any vehicle didn't work out like I thought, because infantry units are also accounted as vehicles. I think I'll release 0.81a as a hotfix release tonight.

Thanks for taking the time on this one It was driving me crazy. I had tried using "Air" but couldn't get it to work but now I see what I did wrong with my coding. :bounce3::bounce3::bounce3:

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Can anyone give me a quick step by step guide on how to get this going after editing the files?

I depbo'd the mission, derapped the mission.spq made some changes to the equipment lists but it doesn't seem to what to run after I re-build it. I must be doing something wrong.

Thanks

Scott

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Are you trying to add more weapons, or remove some, or add some equipment?

You probably screwed something up in the scripts for the equip.

You don't need to derapp the mission.sqm.

When you add to insurgency it wont be in the mission.sqm.

For example to add weapons to the load out menu when your ingame do the following:

Adding weapons and Equip to Insurgency

Tools

1. Extract the the insurgency.pbo using elitness, or extract.pbo, you can find these tools here:

http://dev-heaven.net/projects/mikero-pbodll/files

Folders

2.Open the insurgency folder (insurgency0_76.takistan) this is the one i'm using for the example.

Inside the folder look for a folder that says common, and open it, got to step 3.

The Common folder and files

3. In the common folder look for a script that says:

defines.sqf you will need to open it and add some code to it that i provide as an example, to open it you will need Armaedit:

http://www.armaholic.com/page.php?id=1455&highlight=ARMAEDIT

(yes it says its for Arma1, but it works for Arma2OA and CO, jsut install it and then double click on the defines script,

and then scroll towards the bottom. go to the next step.

Editing the Defines script

4. in the defines script here is the lsit of codes I have added, now these codes are basically weapon

classnames for Blufor, heres my defines script below with the all the codes I added (bolded):

#define DEBUG		false

//Constants
#define VIEWDISTANCE		1500
#define SPAWNRANGE 			500
#define WEP_DESPAWN_RANGE	100
#define REM_PLAYER_BODY		180
#define MAX_FLY_TIME		45

//Misc Functions
// getDirTo - vector of X towards Y in degrees while Y can be either a position or an object; 
// if X is in the East of Y, vector is from 0.01° to 179.99° and if on the West it's from -0.01° to -179.99° (N is 0°, S is 180°)
#define getDirTo(X,Y)       (((if(typeName Y == "OBJECT")then{getPosATL Y}else{Y} select 0) - (getPosATL X select 0)) atan2 ((if(typeName Y == "OBJECT")then{getPosATL Y}else{Y} select 1) - (getPosATL X select 1)))  

//Params
if (isNil "paramsArray") then {
   if (isClass (missionConfigFile/"Params")) then {
       for "_i" from 0 to (count (missionConfigFile/"Params") - 1) do {
           _paramName = configName ((missionConfigFile >> "Params") select _i);
           missionNamespace setVariable [_paramName, getNumber (missionConfigFile >> "Params" >> _paramName >> "default")];
       };
   };
} else {
   for "_i" from 0 to (count paramsArray - 1) do {
       missionNamespace setVariable [configName ((missionConfigFile >> "Params") select _i), paramsArray select _i];
   };
}; 

#define startLocation       (if(isDead(MHQ))then{HQ}else{MHQ})
#define startPos            (getPosATL fieldHospital)
#define livesLeft           (startLives - westDeaths)

//AI
#define infDeleteTime      30

//String Functions
#define squadNumber(X)      call compile toString[toArray(str X) select 7]
#define squadString(X)      ("Hitman1" + str squadNumber(X))
#define squadUnitStrings(X)	[X+"1",X+"2",X+"3",X+"4",X+"5"]
#define unitNumber(X)		call compile toString[toArray(str X) select (count toArray(str X) - 1)]
#define vehicleSquad(X)     (call compile ("Hitman1" + str unitNumber(X)))
#define getName(X)          (playerNames select (westPlayerStrings find str X))
#define squadLeader(X)      (squadString(X)+"1")

// these macros do NOT return the actual name of the unit - these are only for text references
#define squadVictor(X)      ("Victor-1-" + str squadNumber(X))
#define vehicleID(X)		("Hitman-1-" + str unitNumber(X))
#define squadID(X)          ("Hitman-1-" + str squadNumber(X))
#define unitID(X)           ("Hitman-1-" + str squadNumber(X) + "-" + str unitNumber(X))

#define victorID(X)         (\
if(typeOf X == ATVTYPE)then{"ATV-1-" + str unitNumber(X)}else{\
if(typeOf X == HELITYPE)then{"Heli"}else{\
if(typeOf X == MHQTYPE)then{"MHQ"}else{\
"Victor-1-" + str unitNumber(X)}}})

#define IEDList             ["BAF_ied_v1","BAF_ied_v2","BAF_ied_v3","BAF_ied_v4"]
#define cacheType 			"GuerillaCacheBox_EP1"
#define ammoBoxType			"UNBasicWeapons_EP1"
#define westVehicles 		[humv11,humv12,humv13,humv14,atv11,atv12,atv13,atv14,heli,MHQ]
#define westVehicleStrings	["humv11","humv12","humv13","humv14","atv11","atv12","atv13","atv14","heli","MHQ"]
#define westPlayerStrings	["Hitman111","Hitman112","Hitman113","Hitman114","Hitman115","Hitman121","Hitman122","Hitman123","Hitman124","Hitman125","Hitman131","Hitman132","Hitman133","Hitman134","Hitman135","Hitman141","Hitman142","Hitman143","Hitman144","Hitman145"]
#define eastPlayerStrings   ["east1","east2","east3","east4"]

#define westAllClasses		(westSoldierClasses + westVehicleClasses)
#define eastStationaryGuns	["KORD_high_UN_EP1","DSHKM_TK_INS_EP1","ZU23_TK_INS_EP1","AGS_TK_INS_EP1"]
#define eastVclClasses		["BRDM2_TK_EP1","M113_TK_EP1","BTR60_TK_EP1","LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","T34_TK_EP1","T55_TK_EP1","KORD_high_UN_EP1","DSHKM_TK_INS_EP1","ZU23_TK_INS_EP1","AGS_TK_INS_EP1"]
#define eastRanks			["CAPTAIN","LIEUTENANT","SERGEANT","CORPORAL","PRIVATE"] 
#define eastInfClasses		[\
"TK_INS_Warlord_EP1",\
"TK_INS_Soldier_TL_EP1",\
"TK_INS_Bonesetter_EP1",\
"TK_INS_Soldier_AT_EP1",\
"TK_INS_Soldier_AT_EP1",\
"TK_INS_Soldier_AT_EP1",\
"TK_INS_Soldier_MG_EP1",\
"TK_INS_Soldier_AR_EP1",\
"TK_INS_Soldier_AAT_EP1",\
"TK_INS_Soldier_EP1",\
"TK_INS_Soldier_2_EP1",\
"TK_INS_Soldier_3_EP1",\
"TK_INS_Soldier_4_EP1"\
]

#define eastAllClasses      (eastInfClasses + eastStationaryGuns + eastVclClasses)

#define legalMagazines [\
[b]"30Rnd_9x19_MP5",\
"30Rnd_9x19_MP5SD",\[/b]
"5x_22_LR_17_HMR",\
"8Rnd_B_Beneli_74Slug",\
[b]"8Rnd_B_Beneli_Pellets",\[/b]
"5Rnd_127x99_as50",\
"5rnd_127x99_as50",\
"20Rnd_762x51_DMR",\
"10x_303",\
"5Rnd_127x99_as50",\
"5rnd_127x99_as50",\
"200Rnd_556x45_L110A1",\
"5Rnd_86x70_L115A1",\
"100Rnd_762x54_PK",\
"75Rnd_545x39_RPK",\
"10Rnd_762x54_SVD",\
"8Rnd_9x18_Makarov",\
"6Rnd_45ACP",\
"20Rnd_B_765x17_Ball",\
"30Rnd_9x19_UZI",\
[b]"PG7V",\
"PG7VL",\
"PG7VR",\
"OG7",\
"RPG18",\[/b]
"Strela",\
"20Rnd_762x51_FNFAL",\
"30Rnd_545x39_AK",\
"30Rnd_762x39_AK47",\
"30Rnd_556x45_Stanag",\
[b]"5Rnd_762x51_M24",\
"10Rnd_127x99_m107",\[/b]
[b]"100Rnd_762x51_M240",\[/b]
"200Rnd_556x45_M249",\
"20Rnd_762x51_B_SCAR",\
"20rnd_762x51_B_SCAR",\
"Laserbatteries",\
"Javelin",\
[b]"SMAW_HEAA",\
"SMAW_HEDP",\[/b]
"Mine",\
"PipeBomb",\
"15Rnd_9x19_M9",\
[b]"7Rnd_45ACP_1911",\
"17Rnd_9x19_glock17",\[/b]
"HandGrenade_West",\
"HandGrenade_East",\
"SmokeShell",\
"1Rnd_HE_M203",\
"1Rnd_Smoke_M203",\
"IR_Strobe_Target",\
"IR_Strobe_Marker",\
"SmokeShellRed",\
"SmokeShellGreen",\
"SmokeShellBlue",\
"SmokeShellYellow",\
"SmokeShellOrange",\
"SmokeShellPurple",\
"FlareWhite_M203",\
"FlareYellow_M203",\
"FlareGreen_M203",\
"FlareRed_M203",\
"1Rnd_SmokeRed_M203",\
"1Rnd_SmokeGreen_M203",\
"1Rnd_SmokeYellow_M203",\
"1Rnd_HE_GP25",\
"FlareWhite_GP25",\
"FlareGreen_GP25",\
"FlareRed_GP25",\
"FlareYellow_GP25",\
"1Rnd_Smoke_GP25",\
"1Rnd_SmokeRed_GP25",\
"1Rnd_SmokeGreen_GP25",\
"1Rnd_SmokeYellow_GP25"\
]

You can add those if you wish or add your own but basically when you add ammo which is what these classnames are the you

have to put in the same context as everything else in the list.

Folders

Common folder/Client/gear

Step 5.

Ok were still in the common folder, now find the client folder, and open it.

Client folder /gear

6. In the client folder your going to look for the gear folder, open the

gear folder and look for the load outs script, open the script, I will list below what I did in the script which

weapons I added and what ammo, you can add these yourself and see them ingame:

Loadouts.sqf

if isWest then {
#ifndef __BAF__
	primaries = [
	[b]"MP5A5",
	"MP5SD",[/b]
	"M16A2",
	"M16A2GL",
	"M14_EP1",
	[b]"M24_des_EP1",
	"SVD_des_EP1",
	"m107",
	"huntingrifle",
	"M1014",
	"M240",[/b]
	"m240_scoped_EP1",
	"M249_EP1",
	[b]"M249_TWS_EP1",
	"M249_m145_EP1",[/b]
	"Mk_48_DES_EP1",
	"M4A1",
	"M4A3_CCO_EP1",
	"M4A3_RCO_GL_EP1",
	"SCAR_L_CQC",
	"SCAR_L_CQC_Holo",
	"SCAR_L_STD_Mk4CQT",
	"SCAR_L_STD_EGLM_RCO",
	"SCAR_L_CQC_EGLM_Holo",
	"SCAR_L_STD_EGLM_TWS",
	"SCAR_L_STD_HOLO",
	"SCAR_H_CQC_CCO",
	"SCAR_H_STD_EGLM_Spect"
	];

	secondaries = [
	"M136",
	"Javelin",
	[b]"SMAW",[/b]
	"RPG7V",
	"US_Assault_Pack_EP1",
	"US_Assault_Pack_Ammo_EP1",
	"US_Assault_Pack_AmmoSAW_EP1",
	"US_Assault_Pack_Explosives_EP1",
	"US_Patrol_Pack_EP1",
	"US_Patrol_Pack_Ammo_EP1",
	"US_Patrol_Pack_Specops_EP1",
	"US_Backpack_EP1",
	"US_Backpack_AmmoMG_EP1",
	"US_Backpack_AT_EP1",
	"US_Backpack_Specops_EP1",
	[b]"Tripod_Bag",
	"M252_US_Bag_EP1",
	"TOW_TriPod_US_Bag_EP1",
	"MK19_TriPod_US_Bag_EP1",
	"M2HD_mini_TriPod_US_Bag_EP1",
	"M2StaticMG_US_Bag_EP1"[/b]
	];

	sidearms = ["Colt1911","M9","glock17_EP1"];

	misc = [
	"HandGrenade_West",
	"IR_Strobe_Target",
	"IR_Strobe_Marker",
	"SmokeShell",
	"SmokeShellRed",
	"SmokeShellGreen",
	"SmokeShellBlue",
	"SmokeShellYellow",
	"SmokeShellOrange",
	"SmokeShellPurple",
	"FlareWhite_M203",
	"FlareYellow_M203",
	"FlareGreen_M203",
	"FlareRed_M203",
	"1Rnd_HE_M203",
	"1Rnd_Smoke_M203",
	"1Rnd_SmokeRed_M203",
	"1Rnd_SmokeGreen_M203",
	"1Rnd_SmokeYellow_M203",
	"Laserdesignator",
	"Mine",
	"PipeBomb",
	"Binocular",
	"NVGoggles",
	"Binocular_Vector",
	"ItemCompass",
	"ItemGPS",
	"ItemMap",
	"ItemRadio",
	"ItemWatch"
	];
#else
	primaries = [
	"M14_EP1",
	"BAF_L110A1_Aim",
	"BAF_L7A2_GPMG",
	"BAF_L85A2_RIS_ACOG",
	"BAF_L85A2_RIS_CWS",
	"BAF_L85A2_RIS_Holo",
	"BAF_L85A2_RIS_SUSAT",
	"BAF_L85A2_UGL_ACOG",
	"BAF_L85A2_UGL_Holo",
	"BAF_L85A2_UGL_SUSAT",
	"BAF_L86A2_ACOG",
	"BAF_LRR_scoped",
	"M16A2",
	"M16A2GL",
	"M4A1",
	"M4A3_CCO_EP1",
	"M4A3_RCO_GL_EP1"
	];

	secondaries = [
	"BAF_NLAW_Launcher",
	"Javelin",
	"BAF_AssaultPack_RifleAmmo",
	"BAF_AssaultPack_ARAmmo",
	"BAF_AssaultPack_MGAmmo",
	"BAF_AssaultPack_ATAmmo",
	"BAF_AssaultPack_HATAmmo",
	"BAF_AssaultPack_Special",
	"BAF_AssaultPack_FAC",
	"BAF_AssaultPack_HAAAmmo",
	"BAF_AssaultPack_LRRAmmo",
	[b]"Tripod_Bag",
	"M252_US_Bag_EP1",
	"TOW_TriPod_US_Bag_EP1",
	"MK19_TriPod_US_Bag_EP1",
	"M2HD_mini_TriPod_US_Bag_EP1",
	"M2StaticMG_US_Bag_EP1"[/b]
	];

	sidearms = ["Colt1911","M9","glock17_EP1"];

	misc = [
	"BAF_L109A1_HE",
	"IR_Strobe_Target",
	"IR_Strobe_Marker",
	"SmokeShell",
	"SmokeShellRed",
	"SmokeShellGreen",
	"SmokeShellBlue",
	"SmokeShellYellow",
	"SmokeShellOrange",
	"SmokeShellPurple",
	"FlareWhite_M203",
	"FlareYellow_M203",
	"FlareGreen_M203",
	"FlareRed_M203",
	"1Rnd_HE_M203",
	"1Rnd_Smoke_M203",
	"1Rnd_SmokeRed_M203",
	"1Rnd_SmokeGreen_M203",
	"1Rnd_SmokeYellow_M203",
	"Laserdesignator",
	"Mine",
	"PipeBomb",
	"Binocular",
	"NVGoggles",
	"Binocular_Vector",
	"ItemCompass",
	"ItemGPS",
	"ItemMap",
	"ItemRadio",
	"ItemWatch"
	];
#endif
};

Again what I bolded is what i added, but I think i added a few more then those dont recall,

its been 2-3 months since I edited insurgency.

What you can do is just copy and paste the entire thing and just save it.

Once your done editing all those, then close all the folders and then pbo the folder.

Note: that when you first extract insurgency there is 2 folders, one that says insurgency, and

another folder sayig the same thing inside with all the files, and scripts, what you will need to do is get rid of

that first folder and only have just insurgency with the scripts and files inside. Why because the mission wont load if you dont.

If you want to preset up the parameters (ingame features) for the game without having to change the parameters

every time you get ingame its really is just a matter of editing the description.exe and finding the parameters you wish to change.

Any questions let me know.

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Gunter,

thanks very much for that, couldn't ask for a clearer guide.

I think the problem I had was with not getting rid of the second folder that appears when you depbo.

Scott

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Welcome. ya the 2nd folder screwed me up too at first when I first downloaded and extracted the mission, i made all my

edits and the mission didn't work and its not the first time I have edited mpmissions, been doing it for years, but it shouldn't

be there to begin with, as the mission dont run with it there.

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This 101 insurgency mission is AWESOME! Can't stop playing it.

OpFor has a base, and there's lots of stuff, like AI reinforcements, airstrike, etc. :yay:

I asked N3ro if he could create a devheaven page, and he's thinking about it.

Wish he could join Pogoman and Fireball's Insurgency project page. :bounce3:

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Yeah Nero Troy has done a GREAT job on it !

Just enough action that it's challenging, not enough to grind you to dust.

Remember that it's still WIP, and NT is improving it almost on a daily basis !

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