Jump to content
Sign in to follow this  
SFG

Invasion 1944 v2.5 (CO)

Recommended Posts

Off-hand no idea as I've never found it necessary to do it, I'm sure if you do a search on the mission editing forums they'll be info on it there, as far as I'm aware its basically what the nightvision object does to AI units anyway (as their visuals aren't governed by being able to see in green as a players is).

Share this post


Link to post
Share on other sites
Yup you got it, Iuka set up things to be pretty standard with regards to our classes to keep things like that straight-forward for scripting purposes. Regarding the AI there were issues with 2.5 and 2.51 that have been improved dramatically for 2.6, there will always be some issues with the AI in ArmA2 though so it will never be 100% realistic especially at night, but again the AI's had no problem spotting me on Aloft in my recent tests unless I was really pushing for stealthy infiltration in which case it was pretty much what you'd hope for. Adding workarounds like invisible night vision objects just creates more problems than it solves especially when there's other per-mission work arounds such as setting AI units to daytime that negate the need for anything that could actually cause other problems when those aids are not wanted or would give unfair advantages when players did get their hands on them from dead AI's.

Thank you! Thank you! Ive been waiting for these fixes since the mod was released!

I also have a question about your Omaha map, I personally dont like what you have done with the bushes since infantry cant walk through them. To me its unrealistic to have the map be so "labyrinth" like. Would it be possible to release a version where you can walk through those bushes?

Share this post


Link to post
Share on other sites
Thanks Grub hopefully it'll live up to expectations. I can't recall that mission though, sounds like a custom community made one I tried once with some ruins but that was never an official mission for the mod that I recall, think it was on our public forums called 'ruins' or something but I could be wrong.

Really? I thought I came with I44.

Ruins rings a bell though. Cheers :)

Share this post


Link to post
Share on other sites
When the 2.6 patch will be?We wait for it long time.

As long as you have waited, we've worked on it longer ;) Be patient! It'll be out soon enough we want to make sure its as polished as possible and includes as much as we can with as few bugs as we're able to squash.

also have a question about your Omaha map, I personally dont like what you have done with the bushes since infantry cant walk through them. To me its unrealistic to have the map be so "labyrinth" like. Would it be possible to release a version where you can walk through those bushes?

By bushes I believe you mean hedgerows, then no. The hedgerows in Normandy were by their nature impassable, a mix of twisted thick roots, branches and mud, averaging 2ft thick and 6ft high. It required large amounts of explosives and even specialised tanks known as 'Rhinos' to breach their walls (we at least allow you to do it with nearly any vehicle). Even then it wasn't until a few weeks into the Invasion that the allies developed sufficient tactics to be able to fight through them.

The Germans knew their value and would often setup MG's covering the entire enclosed field, waiting for squads to file in before engaging. This is why the countryside battle became such a hard fought thing, people couldn't just poke through the hedge and come out safely the other side.

We will however be making more access routes through the hedgerows so there's fewer dead ends and more flanking options for players, and anyone consulting their map will be able to plan a route through.

Edited by PacUK

Share this post


Link to post
Share on other sites
Really? I thought I came with I44.

Ruins rings a bell though. Cheers :)

If its my mission (Ruins), i'm clad that even anyone has played it. I was making it a coop mission and enlarged version of it and planned releasing it after 2.5, but i lost it back some time when i forgot to make backup of it. :(

I also have started a campaign basing on 82nd and 6th AB Paratroopers.

Lately my I44 mod has started crashing after 2 minutes of testing my missions, game just freezes and no errors appear. Could anyone point me a possible cause?

Share this post


Link to post
Share on other sites

Is there any way to get the filenames of all Inv44 Sound- and music files ?

I would need the name of the soundfile "INV44 Smoke Grenade Fire"...

Thanks !

Share this post


Link to post
Share on other sites
Lately my I44 mod has started crashing after 2 minutes of testing my missions, game just freezes and no errors appear. Could anyone point me a possible cause?

Are you running just I44 and CBA? Also the beta patches for ArmA2 etc may cause issues. You may also have a technical problem such as your graphics card overheating, if you're using an Nvidia card I would suggest using EVGA Precision to monitor your graphics card temperature, Nvidia tend to limit their cards maximum fan speed to 60% maximum by default which can be damaging to the card over extended periods of use. Could be any number of other things though, does ArmA2 crash when running no mods etc?

Is there any way to get the filenames of all Inv44 Sound- and music files ?

I would need the name of the soundfile "INV44 Smoke Grenade Fire"...

At a guess unpacking the various sound files and examining the configs may yield some classnames for sound files but the configs are often full of junk code due to binarisation, as theres a huge number of sounds in the mod a classlist of sounds is not something we plan on doing. Music should all be available in the editor though. But I believe these are the main soundtracks classnames, there are more older tracks in there too, many are awaiting updates by SFG with his new instrument samples though, including some in the main soundtrack:

I44_01_Brothers_in_Arms

I44_02_The_Fallen

I44_03_Das_Schlafende_Biest

I44_04_Morning_Light

I44_05_Die_Ruhe

I44_06_Night_Watch

I44_07_On_The_Move

I44_08_The_Coast

I44_09_Credits

I44_10_A2MainMenu

I44_11_A2Aloft

I44_12_A2Death

I44_13_A2Normandy

I44_14_A2Memorial

I44_15_A2Tarbrush

I44_16_A2Verloren

Share this post


Link to post
Share on other sites
Are you running just I44 and CBA? Also the beta patches for ArmA2 etc may cause issues. You may also have a technical problem such as your graphics card overheating, if you're using an Nvidia card I would suggest using EVGA Precision to monitor your graphics card temperature, Nvidia tend to limit their cards maximum fan speed to 60% maximum by default which can be damaging to the card over extended periods of use. Could be any number of other things though, does ArmA2 crash when running no mods etc?

I fixed it by removing other mods (DSAI and Zeus AI) strangely now the AI is more crazier in my missions, i don't stand a chance. :D I think the Zeus AI ain't compatible with this mod.

Share this post


Link to post
Share on other sites

Thanks PacUK.

Do you know the naming schema ?

Maybe like "I44_Smoke_Grenade_Fire" or similar.

Share this post


Link to post
Share on other sites

I think the ones you want are just the rifle weapon shoot names such as:

\I44_sounds_w\M1GarandM7_shoot

\I44_sounds_w\K98GGrGer_shoot

\I44_sounds_w\M1903M1_shoot

Those are the shoot sounds for the rifle versions (for the grenade part of the weapon).

I fixed it by removing other mods (DSAI and Zeus AI) strangely now the AI is more crazier in my missions, i don't stand a chance. I think the Zeus AI ain't compatible with this mod.

Possible, we haven't done any real testing with other mods as development of I44 takes priority over compatibility with the many other mods out there I'm afraid.

Share this post


Link to post
Share on other sites

Thanks, but i would need the classnames of the sounds.

"I44_fuse" is a classname of a INV44 soundfile for example.

I can get it play with:

playsound "I44_fuse"

"K98GGrGer_shoot" is no classname of a soundfile.

Can someone help and tell me the classname of the INV44 Smoke Grenade Fire soundfile ?

Share this post


Link to post
Share on other sites

From what I know those types of weapon sounds don't have classnames as they're directly setup with weapon configs themselves. You can find out all of this information yourself by depbo'ing the files yourself if you don't know how there's lots of topics and applications out there that will do it, a quick search in the editing forums for 'depbo' or 'unpack' should help you find the applications you'd need.

You should be able to create specific classnames for your missions using the existing sound files within the mod for those that don't have them same as you would create a class for your own custom sounds, just reference the mod files and folders to the sound files you want to use directly.

Share this post


Link to post
Share on other sites
I fixed it by removing other mods (DSAI and Zeus AI) strangely now the AI is more crazier in my missions, i don't stand a chance. :D I think the Zeus AI ain't compatible with this mod.

Thanks for the feedback. However Zeus AI hasn't been updated for almost a year and there have been significant updates to the OA since then through the innumerable beta patches. Consequently most of the community seems to have switched to ASR AI.

Thank you for answer and small wish:make more coop missions.

While I love coop missions (its pretty much ALL i play), I think the i44 team are better off focusing on fixing bugs and developing new features.

My reasoning is that once 2.6 is released, the community can step up and create coop missions themselves. It's much harder for the community to fix i44 bugs and/or develop new features.

Share this post


Link to post
Share on other sites
If its my mission (Ruins), i'm clad that even anyone has played it. I was making it a coop mission and enlarged version of it and planned releasing it after 2.5, but i lost it back some time when i forgot to make backup of it. :(

I just found ruins.pbo on my HD.

PM me if your interested :)

Share this post


Link to post
Share on other sites
While I love coop missions (its pretty much ALL i play), I think the i44 team are better off focusing on fixing bugs and developing new features.

My reasoning is that once 2.6 is released, the community can step up and create coop missions themselves. It's much harder for the community to fix i44 bugs and/or develop new features.

While we are focusing most of our efforts on bug fixing and new features, and map updates, and new content, we have found a little time for a couple new COOP missions, updates to the old ones and hopefully at least one new TvT mission. Exactly what we'll be releasing with 2.6 is still very much up in the air, we'll include as much as physically possible from our small but very hard working team. I'll just say this, 2.6 has gone WAY beyond what was initially gonna be a small update to the British faction! We'll try and post a bit more news on some of the new things you'll be seeing soon, but there's a couple things we may also hold back as a surprise until the actual release if we can contain our excitement about them!

Share this post


Link to post
Share on other sites
While we are focusing most of our efforts on bug fixing and new features, and map updates, and new content, we have found a little time for a couple new COOP missions, updates to the old ones and hopefully at least one new TvT mission. Exactly what we'll be releasing with 2.6 is still very much up in the air, we'll include as much as physically possible from our small but very hard working team. I'll just say this, 2.6 has gone WAY beyond what was initially gonna be a small update to the British faction! We'll try and post a bit more news on some of the new things you'll be seeing soon, but there's a couple things we may also hold back as a surprise until the actual release if we can contain our excitement about them!

Whatever you guys release will be a very welcome addition!!

Surprises are a good thing!!

Share this post


Link to post
Share on other sites

Hey all,

I noticed the new aircraft features and I'm curious about their sound configs. Will they use the A2 standard or still use the Armed Assault single entry method?

Thanks!

H.

Share this post


Link to post
Share on other sites

Someone writes a tut on how to do "A2" sounds config, then maybe I'll add extra, although a few already use that method.

+ I'm not good at making sounds .........

Share this post


Link to post
Share on other sites
Gnat;2025447']Someone writes a tut on how to do "A2" sounds config

Take a peek into ACEX_SM or JSRS, might help.

Share this post


Link to post
Share on other sites

I did try make a sound config for the P-51 in 2.0 but just got errors, however that could've been through inexperience!

Edited by Hellfire257

Share this post


Link to post
Share on other sites

I have a question , i was trying to insert a new sound for the k98 mauser German rifle, i unpacked the I44 sounds_w i found the file about the firing of the weapon and it was in a file form called wss, how can i convert a normal lets say avi sound file to that kind of file in order to use it in the mod?

Thank you very much

Share this post


Link to post
Share on other sites

Someone mentioned a Fallschirmjaeger campaign, does that mean the 2.6 release will include the FG42? :D

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×