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Just a short notice:

Legacy version 1.0 (vanilla only) is also playable without A2, i.e. if you own OA only.

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thanks I got it working now, vehicles are spawning great, but still do not have the loadout option when at HQ ammo crates. so cannot change weapons or add other items.

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To all you hard working wizards of Insurgency.

FREAKEN AWESOME.

1.50 ROCKS.

I love the different skins for soldiers, I know they are just skins but it is nice say, Delta Force is being sent in, with the Brits and not the same old tired outfit.

The ability to select different vehicles ROCKS as well, and last but not least helo lift is a much needed addition that changes the role of one player if he wants to transport people and equipment around.

We use Demonized Weapons selection scripts as well as RSLO for outfiting our squad so I can't comment on loadouts but I love how you added equipment and ammo and in the case of choppers2 MP5s to the vehicular loadouts. WAY TO GO.

Thanks for all your amazing work and continued improvements.

Please continue to offer options and not hard decisions in your upcoming releases.

Like for example you chose to give us the option to disable roof mounted statics (I personally love them and leave them enabled, just makes it that much tougher) but with that choice we might some day just play with out them.

Thanks.

Styxx42

PS we use Mando's Air console with your mission really easy, One aircon sqf and one line in the init.sqs and we have air cover, ammo drop and a host of other options. We are a really small group that just love this game and are totally enamored with your iteration of Insurgency.

Props to you all.:yay::yay:

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thanks I got it working now, vehicles are spawning great, but still do not have the loadout option when at HQ ammo crates. so cannot change weapons or add other items.

For the ACE version there's an ammobox now, next to the servicepoint.

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@Styxx42

Many thanks!

Demonized Weapons selection - what is this?

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For the ACE version there's an ammobox now, next to the servicepoint.

Thanks for the QUICK FIX!!!

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@Styxx42

Many thanks!

Demonized Weapons selection - what is this?

First of all

NO

THANK YOU!!!!!

Second I use these two for my small group on my dedicated server.

http://forums.bistudio.com/showthread.php?t=116649

A highly configurable AWESOME fast load weapon setup.

Totally configurable by mission designer and allows him to control loadouts.

Next and taking it to the next level is this

http://forums.bistudio.com/showthread.php?t=120863

This takes all the work away from the mission designer and puts it into the players hands. In a closed environment like I have this is perfect, been computer gaming with most of these guys since the early 90's, so I am fine with their choices and we always have fun and still get our butts kicked. Pick your own gear and let me focus on my gear sort of thing.

I add both these to all the Insurgency and Domination missions we play.

I also add BON's AI Recruitment

http://forums.bistudio.com/showthread.php?t=107549

to the missions that don't have AI options to give us that extra help if we need it(some times there is only one or two of us on at a time)(I leave the server on persistent so it is a drop in and play when you like sort of thing)

Super fun missions, and once again THANKS.

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Styxx42 PM me please, and send your mission for overview! ;)

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been playing this V 1.50 a few times now. its a ok semi Coop mission. but each time i play it. i almost get a headic due to all this radio chat spammin. is there no way you can prevent this. maybe by using enableRadio false ?

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Is there anyway of getting hold of a version with the AI recruit script inside it? I have no idea on how to add it myself and it would be awesome for me as no MP! :D

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Is there anyway of getting hold of a version with the AI recruit script inside it? I have no idea on how to add it myself and it would be awesome for me as no MP! :D

We make AI in next realise ;)

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Is there anyway of getting hold of a version with the AI recruit script inside it? I have no idea on how to add it myself and it would be awesome for me as no MP! :D

I modified a much earlier version but it always had issues with helo and some other stuff.

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been playing this V 1.50 a few times now. its a ok semi Coop mission. but each time i play it. i almost get a headic due to all this radio chat spammin. is there no way you can prevent this. maybe by using enableRadio false ?

What you mean about radio?

---------- Post added at 20:47 ---------- Previous post was at 20:44 ----------

I modified a much earlier version but it always had issues with helo and some other stuff.

Dont worry, we find good solution in next realise;)

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Dont worry, we find good solution in next realise;)

That is very good news!!!

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I modified the 0.80 version for my clan which contained an extra clan vehicle and chopper!

I want to remove 3 ATV's and 2 HUMVEE's what do i alter here:

//ÐœÐ¾Ñ Ð“Ð¾Ð»Ð³Ð¾Ñ„Ð°...
westVehicleChecker = {
   private ["_vcl","_pos","_range","_driver","_plrs","_str"];

   if (!alive MHQ && startLocation == MHQ) exitWith {
	_vcl = createVehicle [MHQTYPE, spawnPos, [], 0, "None"]; 
	_vcl setVehicleInit format["this setVehicleVarName ""%1""; %1 = this;", "MHQ"];
	processInitCommands;
	HQ setDir (getDir vehicleServicePoint + 90);
	_pos = vehicleServicePoint modelToWorld [10,0,0];
	_pos set [2,0];
	HQ setPosATL _pos;
};	

if (startLocation != HQ) exitWith {};

_pos = startLocation modelToWorld [0,12,0];
_pos set [2,0];
if (getMarkerPos "USFLAG" distance (helipad modelToWorld [0,0,0]) > 50) then {
	helipad setPosATL _pos;
	helipad setDir (getDir startLocation - 90);
};

_pos = startLocation modelToWorld [0,-15,0];
_pos set [2,0];
if (getMarkerPos "USFLAG" distance (helipad2 modelToWorld [0,0,0]) > 50) then {
	helipad2 setPosATL _pos;
	helipad2 setDir (getDir startLocation - 90);
};

_pos = bunker modelToWorld [5.5,4,0];
_pos set [2,0];
if (getMarkerPos "USFLAG" distance (armorpad modelToWorld [0,0,0]) > 50) then {
	armorpad setPosATL _pos;
	armorpad setDir (getDir startLocation - 0);
};

_pos = startLocation modelToWorld [4.3,-6,0];
_pos set [2,0];
if (getMarkerPos "USFLAG" distance (vehicleServicePoint modelToWorld [0,0,0]) > 50) then {
	vehicleServicePoint setPosATL _pos;
	vehicleServicePoint setDir (getDir startLocation - 180);
	vehicleServicePoint setCaptive true;
};

_pos = startLocation modelToWorld [1.25,-0.3,0];
_pos set [2,0];
if (getMarkerPos "USFLAG" distance (bunker modelToWorld [0,0,0]) > 50) then {
	bunker setPosATL _pos;
	bunker setDir (getDir startLocation - 0);
	bunker setCaptive true;
};	

_pos = vehicleServicePoint modelToWorld [-8,0,0];
_pos set [2,0];
if (getMarkerPos "USFLAG" distance (repairarea modelToWorld [0,0,0]) > 50) then {
	repairarea setPosATL _pos;
	repairarea setDir (getDir vehicleServicePoint);
};

_pos = startLocation modelToWorld [-2,-8,0];
_pos set [2,0];
if (getMarkerPos "USFLAG" distance (baseflag modelToWorld [0,0,0]) > 50) then {
	baseflag setPosATL _pos;
	baseflag setDir (getDir startLocation);
};

_pos = startLocation modelToWorld [0,-7.5,0];
_pos set [2,0];
if (getMarkerPos "USFLAG" distance (HQ modelToWorld [0,0,0]) > 50) then {
	fieldHospital setPosATL _pos;
	fieldHospital setDir (getDir startLocation - 90);
	fieldHospital setCaptive true;
};

for "_i" from 0 to (count westVehicleStrings - 1) do {
	_str = westVehicleStrings select _i;
	// isNil _str check if the vehicle is undefined
	// note that, _str does NOT get wrapped in quotes because _str contains the vehicle name
	// and we are checking for the presence of the vehicle, I assume _str whill always be a valid string
	if (isNil _str) then {
		_i call resetWestVehicle;
	} else {
		_vcl = call compile _str;
		// _vcl should not be NIL here .... due to ( isNil _str) protecting us
		// but it could be anything, so ... check its an object
		if (typeName _vcl=="OBJECT") then {
			if ( isNull _vcl) then {
				_i call resetWestVehicle;
			} else {
				call checkVehiclesNearbyCampObjs;
				if (!alive _vcl) then { 
					_i call resetWestVehicle;
				} else {
					scopeName "main";
					_range = 400;
					if (typeOf _vcl == ATVTYPE) then { 
						_range = 100; 
					};
					if (typeOf _vcl == HELITYPE && heliRC == 1) exitWith { breakTo "main"; };
					_plrs = nearestPlayers(getPosATL _vcl,SPAWNRANGE,false,"array");
					if (alive _vcl && !arrCanSee(_plrs,_vcl,45,_range) && _vcl distance startLocation > 100) then {
						_driver = driver _vcl;
						_gunner = gunner _vcl;
						if (!isNull _driver || !isNull _gunner) then { 
							if (alive _driver || alive _gunner) exitWith { 
								breakTo "main"; 
							}; 
						};
						{ moveOut _x; } forEach (crew _vcl);
						_i call resetWestVehicle;
					};	
				};
			};
		};
	};
	sleep 0.01;
};
}; 	

// returns one specific vehicle or re-creates it at the start position
resetWestVehicle = {
private ["_vcl","_str","_objs","_type","_bool","_pos","_dir","_id","_i","_vclKilledTime","_vclTimeDiff"];
_i = _this;
_str = westVehicleStrings select _i;

if (_i > 9 || _i == -1) exitWith { }; //only return listed vehicles, but not MHQ
	_id  = _i % 4;
	_pos = baseflag modelToWorld [-9,-8+_id*3,0];
	_dir = getDir baseflag - 90;
	_type 	  = if (_id % 2 == 1) then { CAR1TYPE } else { CAR2TYPE };
if (_i >= 4) then {
	_id = _id + 1;
	_type = ATVTYPE;
	_pos  = baseflag modelToWorld [-9,5+_id*3,0];
};
if (_i == 6) then {
	_type = HEAVYTYPE;
	_pos  = getPosATL armorpad;
	_dir  = getDir armorpad; 
	if (_pos distance startLocation > 100) exitWith {}; //avoid racing condition, where helipad is still at spawnPos
};	
	if (_i == 7) then {
	_type = HELITYPE;
	_pos  = getPosATL helipad;
	_dir  = getDir helipad; 
	if (_pos distance startLocation > 100) exitWith {}; //avoid racing condition, where helipad is still at spawnPos
};	
if (_i == 8) then {
	_type = HELI2TYPE;
	_pos  = getPosATL helipad2;
	_dir  = getDir helipad2; 
	if (_pos distance startLocation > 100) exitWith {}; //avoid racing condition, where helipad is still at spawnPos
};


_pos set [2,0];

_bool = isNil _str;
_vcl = call compile _str;
if !_bool then { _bool = isNull _vcl || !alive _vcl; };
if _bool then {
	// calculate if vehicle respawn time has elapsed
	_vclKilledTime = missionNameSpace getVariable format["%1_killedTime",_str];
	if (isNil "_vclKilledTime") then { _vclKilledTime = 0; };
	_vclTimeDiff = (time - _vclKilledTime);
	if (_vclTimeDiff <= westVehicleRespawn && _vclKilledTime != 0) exitWith { /* respawn delay has not elapsed */ };
	_objs = nearestObjects[_pos,["LandVehicle","Air","CraterLong"],20];
	if (count _objs > 0) then { { if (!(_x isKindOf "AllVehicles") || !alive _x) then { deleteVehicle _x; }; } forEach _objs; };
	_vcl = createVehicle [_type, spawnPos, [], 0, "None"];
	_vcl setVehicleInit format["this setVehicleVarName ""%1""; %1 = this;", _str];
	_vcl setDir _dir;
	_vcl setPosATL _pos;
	if (_i < 6 || _i == 11) then { _vcl call setVclAmmoCargo; };
	processInitCommands;
	[player,_vcl,"loc",rSPAWN,_vcl,{ _this call addActionLock; }] call RE;

	// attach killed EH to define time when vehicle was killed, in order to check for respawn delay
	_vcl addEventHandler ["killed", { missionNamespace setVariable [format["%1_killedTime",(_this select 0)], time]; }];
} else {
	_vcl call vehicleService;
	_vcl engineOn false;
	_vcl setDir _dir;
	_vcl setPosATL _pos;
};
};

setWeaponCargo = {
private ["_vcl","_wep","_num","_cargo","_arr1","_arr2","_count","_id"];
_vcl   = _this select 0;
_wep   = _this select 1;

_num   = 0;
_cargo = getWeaponCargo _vcl;
_arr1  = _cargo select 0;
_id    = _arr1 find _wep;
if (_id == -1) exitWith {};
_arr1 set[_id, str _wep];
_arr2  = (_cargo select 1);
_arr2 set[_id, 0];
_cargo = [_arr1,_arr2];
_count = count _arr2;
call compile format['
	_vcl setVehicleInit "
	clearWeaponCargo this;
	for ""_i"" from 0 to (%2 - 1) do {
		_wep = (%1 select 0) select _i;
		_num = (%1 select 1) select _i;
		this addWeaponCargo [_wep,_num];
	};
	";
	processInitCommands;
', _cargo, _count];
};

vehicleService = {
_this call setVclAmmoCargo;
processInitCommands;
};

setVclAmmoCargo = {
_this setVehicleInit '
this setVehicleAmmo 1;
this setFuel 1;
this setDamage 0;
clearWeaponCargo this;
clearMagazineCargo this;
{ this addMagazineCargo [_x select 0, _x select 1]; } forEach humvMagazines;
if (player in crew this) then { titleText["Vehicle serviced", "PLAIN DOWN"]; };
';
};

addActionLock = {
private "_actionIndex";
_actionIndex = _this addAction ["Lock","common\client\actions\noScript.sqf",'
	_this select 0 lock true; 
	_this select 0 removeAction (_this select 2);
	_this select 0 call addActionUnlock; 
',1,false,true,"","isAdmin"];
};

addActionUnlock = {
private "_actionIndex";
_actionIndex = _this addAction ["Unlock","common\client\actions\noScript.sqf",'
	_this select 0 lock false; 
	_this select 0 removeAction (_this select 2);
	_this select 0  call addActionLock; 
',1,false,true,"","isAdmin"];
};

//checkVehiclesNearbyCampObjs	= {
//	_isemptycar = _vcl!=heli && !(player in _vcl);
//	_campObjArray = ["M1130_HQ_unfolded_Base_EP1","MASH_EP1","US_WarfareBVehicleServicePoint_EP1","Land_fortified_nest_small_EP1","Land_Fort_Watchtower_EP1"];
//	_isemptyheli = _vcl==heli && !(player in _vcl);
//
//	if (_isemptycar && _vcl distance (fieldHospital modelToWorld [0,0,0]) < 2) then {
//	_vcl setPos [(getPos _vcl select 0) + 3,
//	(getPos _vcl select 1) + 3,
//	(getPos _vcl select 2)]};
//
//	if (_isemptycar && _vcl distance (vehicleServicePoint modelToWorld [0,0,0]) < 1) then {
//	_vcl setPos [(getPos _vcl select 0) + 2,
//	(getPos _vcl select 1) + 2,
///	(getPos _vcl select 2)]};
//
//	if (_isemptycar && _vcl distance (helipad modelToWorld [0,0,0]) < 7) then {
//	_vcl setPos [(getPos helipad select 0) - 10,
//	(getPos helipad select 1) + 1,
//	(getPos helipad select 2)]};
//	
//	if (_isemptycar && _vcl distance (helipad2 modelToWorld [0,0,0]) < 0) then {
//	_vcl setPos [(getPos helipad2 select 0) + 0,
//	(getPos helipad2 select 1) + 0,
//	(getPos helipad2 select 2)]};
//	
//	if (_isemptycar && _vcl distance (armorpad modelToWorld [0,0,0]) < 0) then {
//	_vcl setPos [(getPos armorpad select 0) + 0,
//	(getPos armorpad select 1) + 0,
//	(getPos armorpad select 2)]};
//
//	if (_isemptycar && _vcl distance (HQ modelToWorld [0,0,0]) < 6) then {
//	_vcl setPos [(getPos _vcl select 0) + 0.5,
//	(getPos _vcl select 1) - 6,
//	(getPos _vcl select 2)]};
//	
//	if (HQ distance (helipad modelToWorld [0,0,0]) < 10) then {
//		HQ setDir (getDir vehicleServicePoint + 90);
//		_pos = vehicleServicePoint modelToWorld [10,0,0];
//		_pos set [2,0];
//		HQ setPosATL _pos;
//		};

//};   

also for some reason once my second heli lands close or on top of the Helipad1 it warps! some meters away to a fixed point! same for the heavy vehicle! HELP plz :D

so:

2x car1

2x car2

2x atv

1x HeavyCar

1x Heli1

1x Heli2

as always loving the way you guys seem to make every new version just a bit then then the previous! AWESOME

Edited by BelgarionNL

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because my clan asked for it :P but sometimes random people take the chopper and stay close to it so it won't respawn!

also its great to have a mh60 and mh6 for squad operations.

plz help me sir :) i think its almost working i just forgot something small i reckon

edit: i see that the warping is a Feature so you can always land on the helipad! NICE!

1 more things remains: What do i need to change to get 2x car1, 2x car2, 2x ATV, 1x heavy vehicle, 1x heli1, 1xheli2???

THIS but what:

// returns one specific vehicle or re-creates it at the start position
resetWestVehicle = {
private ["_vcl","_str","_objs","_type","_bool","_pos","_dir","_id","_i","_vclKilledTime","_vclTimeDiff"];
_i = _this;
_str = westVehicleStrings select _i;

if (_i > 9 || _i == -1) exitWith { }; //only return listed vehicles, but not MHQ
	_id  = _i % 4;
	_pos = baseflag modelToWorld [-9,-8+_id*3,0];
	_dir = getDir baseflag - 90;
	_type 	  = if (_id % 2 == 1) then { CAR1TYPE } else { CAR2TYPE };
if (_i >= 4) then {
	_id = _id + 1;
	_type = ATVTYPE;
	_pos  = baseflag modelToWorld [-9,5+_id*3,0];
};
if (_i == 6) then {
	_type = HEAVYTYPE;
	_pos  = getPosATL armorpad;
	_dir  = getDir armorpad; 
	if (_pos distance startLocation > 100) exitWith {}; //avoid racing condition, where helipad is still at spawnPos
};	
	if (_i == 7) then {
	_type = HELITYPE;
	_pos  = getPosATL helipad;
	_dir  = getDir helipad; 
	if (_pos distance startLocation > 100) exitWith {}; //avoid racing condition, where helipad is still at spawnPos
};	
if (_i == 8) then {
	_type = HELI2TYPE;
	_pos  = getPosATL helipad2;
	_dir  = getDir helipad2; 
	if (_pos distance startLocation > 100) exitWith {}; //avoid racing condition, where helipad is still at spawnPos
};

Edited by BelgarionNL

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YES! you miss + one in _i counter :D!

Edited by J-Guid

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where? :P i did update the code couple of times! it all spawns except for my one heavy vehicle!

IT WORKS! WOOT XD

Edited by BelgarionNL

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So i tried this for the first time just now, well solid for the last three hours... brilliant! doubt i will find the server again? wish BIS would implement favourites as that one definitely was.

Good work guys!

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you can search for insurgency! go to the multiplayer lobby then select FILTER!

and type insurgency where is says mission, if you do that you will get all the insurgency gameserver that are running it!

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