noricum 10 Posted August 15, 2011 (edited) I thought I share this with the community after several people tried to connect on our server. This mission is based on War in Takistan 1.40 by =[A*C]= code34 Original mission can be found here: http://forums.bistudio.com/showthread.php?t=111504&highlight=wit Requirements Vanilla Version: ArmA2:CO and BAF(lite). ACE Version: ACE, ACEX and CBA + ArmA2:CO and BAF(lite). Overall Features BAF weapons only param (turn off for all weapons). Several missions (and mission texts/descriptions) changed to BAF content (retrieve AH1, Lynx,...). Base changed to BAF content. R3F Logistics updated for BAF content. One ACR (czech forces) team added for BAF lite users (be advised, in the vanilla version, there is no ACR medic - Person in the "medic" slot still has the possibility to revive). ACR Engineer - not realy an Engineer, but still has the possibility of all WIT Engineer functions. Scripts (Activation via Infoboards at Base): Script added to create an empty ammobox at base (in case you ran out of them).Script added to create a bike (might come in handy sometimes in simulation mode - loadable in vehicles with R3F Logistics/ACE Cargo Sys).Script added to create a L111A1 Minitripod/GPMG Minitripod (loadable in vehicles with R3F Logistics/ACE Cargo Sys). Environment - Effects added (dust, clouds, mist). Vanilla Version BAF and west Backpacks added. Ammobox content added (ARMA2: CO required). ACE Version Parameter added to enable/disable ACE AI TALK Parameter added to enable/disable ACE VEHICLE RADIO Parameter added to enable/disable ACE TRACKING MARKERS HK416/17 series added to BAF weapons only setup (for BAF lite users). ACE Stamina/Backpacks added. ACE Sparetyre Sys added. Full west ammobox (ACEX required!). KNOWN ISSUES ACE VERSION: After loading the L111A1 out of a vehicle, it might loose its magazines. Refueling the HC3 Merlin with Jerrycans does not work properly. Chopper is still empty after refueling. Amount of Javelins in the preloaded transportable boxes. Changelog BAF Version: Mission objectives,texts etc. adjusted to BAF Content. (Maybe someone who speaks french can help me with the french texts :D) CZ/ACR Weapons added for CZ forces. ACE Params added. Ability for enemies to plant mines reenabled. R3F adjusted. Signscripts changed. Fixed wrong playernumber in description/title. Download Vanilla Version: http://arma2.co/page/download?file=58728-BAF_war_in_takistan140.Takistan.pbo ACE VERSION http://arma2.co/page/download?file=20278-BAF_war_in_takistan140_ace.Takistan.pbo OverChargers ToraBora Port: Vanilla Version: http://arma2.co/page/download?file=2...1.torabora.pbo If you find a bug, feel free to post. Hope you enjoy it. Edited October 10, 2011 by Noricum Share this post Link to post Share on other sites
overcharger 0 Posted September 16, 2011 (edited) Excellent!! I tried your BAF version today and works great. If you don´t mind, I started to make a port to Tora Bora island. Do you know what files I have to change in order to place the missions? Edited September 17, 2011 by OverCharger Only more info. Share this post Link to post Share on other sites
noricum 10 Posted September 23, 2011 (edited) Hey, sry, haven't read the post here ;) According to the official WIT thread you already have the answer, i guess. But I would wait a lil bit, going to do another BAF conversion, as soon as version 1.40 is released. Btw, are you running the vanilla or the ace version? Did a quick check now, for my create this and that scripts you need some objects (for example gras cutters) named s_static (pos where the static weapons will be spawned) Bspawn (pos where bikes will be created) mr_allbox ((needs to be a marker) for the ammocrate, if you enable the param "With all weapons"). You should get em all, if you just copy and paste the base. Edited September 23, 2011 by Noricum Share this post Link to post Share on other sites
sxp2high 23 Posted September 23, 2011 Congrats on the release! Good job! Share this post Link to post Share on other sites
overcharger 0 Posted September 24, 2011 Hey, sry, haven't read the post here ;) According to the official WIT thread you already have the answer, i guess. But I would wait a lil bit, going to do another BAF conversion, as soon as version 1.40 is released. Btw, are you running the vanilla or the ace version? Did a quick check now, for my create this and that scripts you need some objects (for example gras cutters) named s_static (pos where the static weapons will be spawned) Bspawn (pos where bikes will be created) mr_allbox ((needs to be a marker) for the ammocrate, if you enable the param "With all weapons"). You should get em all, if you just copy and paste the base. Don´t worry, I´m trying to learn on how to move the mission to another island and, if you don`t mind again, I'll try to port your new BAF version. I like the BAF stuff a lot. I´m running the vanilla version in order to play with my friends. ACE is a little bit complicated for two of them. I´m stuck with the map borders. I have the coordinates needed to generate the missions in the playable map radio, but still, some of them are out of range. I´m working to correct it. Thanks a lot for your answer. Share this post Link to post Share on other sites
overcharger 0 Posted October 4, 2011 (edited) Hey, sry, haven't read the post here ;) Did a quick check now, for my create this and that scripts you need some objects (for example gras cutters) named s_static (pos where the static weapons will be spawned) Bspawn (pos where bikes will be created) mr_allbox ((needs to be a marker) for the ammocrate, if you enable the param "With all weapons"). You should get em all, if you just copy and paste the base. Hi Noricum, I'm waiting for your new BAF version. Respect to the above, I did a simple copy and paste :blush: , but was hell to find where to place the base. Now, thanks to the advice of Code34 and yours, I think I can make a decent port to ToraBora island. Thanks. Edited October 5, 2011 by OverCharger Share this post Link to post Share on other sites
sxp2high 23 Posted October 4, 2011 It's almost done :D We played it the whole evening :D Share this post Link to post Share on other sites
noricum 10 Posted October 5, 2011 hey, sry took me some time to be absolutely sure that all's working well. I still have the feeling, that I've forgotten something. Downloadlinks are updated. @ OverCharger You might need to copy and paste the base again, changed the init and the names of the signs and replace my folder with the one of this version. Don't forget to send me a link of your Tora Bora Version...thx! @ sxp; think i've solved the issue with the ace version (respawn without bagpack etc), forgot to enable ace at the revive sys Share this post Link to post Share on other sites
overcharger 0 Posted October 5, 2011 @ OverChargerYou might need to copy and paste the base again, changed the init and the names of the signs and replace my folder with the one of this version. Don't forget to send me a link of your Tora Bora Version...thx! It is easier to start again with your new version. If I make a good version on Tora Bora, be sure that I will share with you. Thanks a lot again. Share this post Link to post Share on other sites
sxp2high 23 Posted October 5, 2011 Yes please ;) We like Tora Bora a lot and i think WIT could work very well on it. Share this post Link to post Share on other sites
overcharger 0 Posted October 5, 2011 Yes please ;)We like Tora Bora a lot and i think WIT could work very well on it. Until now, version 1.36 works well on Tora Bora with the exception of an ACE config error (I´m working on vanilla version) and a problem with missions that occur outside the boundaries of the map. If my english is good enough, I understood a post from Code34 on how to fix it. Share this post Link to post Share on other sites
noricum 10 Posted October 6, 2011 (edited) ah, yeah, had that too once on the vanilla version of 1.40. i'll see if i can help you tomorrow, already late here. Can you provide more info on the ACE config error? Edited October 6, 2011 by Noricum Share this post Link to post Share on other sites
overcharger 0 Posted October 7, 2011 I will try to reproduce the error later to send a screenshot because I´m at work now. The error only appears at the beginning of the mission and not always. No need to do anything and suddenly appears, so it might be something relative to initialization. Share this post Link to post Share on other sites
overcharger 0 Posted October 8, 2011 After my first attempt on 1.40 version, I found no error messages. I didn´t change any files yet but, for some reason, all missions are within the limits of the map. Here is the mission. http://www.megaupload.com/?d=7Y24RZKU Share this post Link to post Share on other sites
noricum 10 Posted October 8, 2011 yay, downloading Do you mind, if i make an ace version out of it? Share this post Link to post Share on other sites
overcharger 0 Posted October 8, 2011 yay, downloadingDo you mind, if i make an ace version out of it? Do what you want with the mission. The job is yours and Code34. If you have any recommendation or you find a better place to locate the base, please tell me. After playing 2-3 hours today, the mission seems to have no problems. Every mission got a right location and had no problem with functions (teleport, tents, vehicle building, halo jumps etc). Great job from Code34 and yours. Share this post Link to post Share on other sites
noricum 10 Posted October 8, 2011 thanks a lot for the permission! I'm just replacing the word Takistan to Tora Bora everywhere :p . Well, all thanks to code34, making an BAF version out of it wasn't very hard. I'm sure we're going to play the Tora Bora version tonight, thanks again. Share this post Link to post Share on other sites
overcharger 0 Posted October 8, 2011 If you make a better version on Tora Bora, please share with me. Thanks for your help. Share this post Link to post Share on other sites
overcharger 0 Posted October 8, 2011 I am testing a version where I put three villages with the town construction module. The engine of the mission is so good, that recognize those towns and make some missions there. Does anyone knows if is possible to change the size of towns in the module? Here's the file. http://www.megaupload.com/?d=0XGZ1WBY Share this post Link to post Share on other sites
noricum 10 Posted October 9, 2011 (edited) so, here's an updated tora bora version: ah, wait, i'll update your version. There you go; http://arma2.co/page/download?file=210-BAF_WIT_140_1.torabora.pbo Played a lil bit with the townmodule. changelog: Several "Takistan" replaced with "Tora Bora". Ammobox code changed, filesize decreased. Independence set friendly to opfor. Wrong value at wcopposingforce fixed. Loadscreen added. Credits. What i've noticed so far, tora bora is too small :p Well, it was fun though, were playing it yesterday evening. To your question; try this setvariable ["townsize",150]; 150 = radius in meter of the town. this setvariable ["housecount",42]; 42 = number of houses. in the init of the module. And add if (!isnil "bis_gita_0") then {waituntil {!isnil "bis_gita_init"}}; in the init.sqf, otherwise the module will load during playing, which caused once freezing off all clients. There's a list of all options of the townmodule: http://community.bistudio.com/wiki/Town_Generator Edited October 10, 2011 by Noricum Share this post Link to post Share on other sites
overcharger 0 Posted October 10, 2011 Excellent!! Thanks a lot. I tested both versions (with and without town module) and runs great. Share this post Link to post Share on other sites
noricum 10 Posted October 11, 2011 np, was a nice idea to port it over to Tora Bora, good job! If you wan't to change the configuration of the towns, simply go to Nor\towns\setup.sqf and change the values there. Share this post Link to post Share on other sites
overcharger 0 Posted October 11, 2011 Yesterday night I tested the mission again. I chose only the missions located in the towns created by the module. Everything worked extremely well. Each target (vehicle or person) were well located. If you don´t mind, I'll try to add a couple of addons to the mission (Cleggy's APCs). PD: The engine of the mission is so good that I keep thinking of how to make an OPFOR version. Share this post Link to post Share on other sites
noricum 10 Posted October 12, 2011 yay, testing it tonight, couldn't before, cause our gameserver moved to somewhere else. np, it's your work. What do you mean with opfor? Takis or russian? Well, count me in for the opfor version, if you need help! Share this post Link to post Share on other sites
overcharger 0 Posted October 12, 2011 np, it's your work. Thanks, I think Cleggy´s Bulldog and UKF Landrovers pack will fit with this mission. What do you mean with opfor? Takis or russian? Well, count me in for the opfor version, if you need help! A russian versión in Podagorsk for example, but Code34 told me it was hard work and I do not think I have sufficient skills to do so, for now. While I continue to learn, a new BAF version in a larger Island is the next step. ¿Faysh Khabur or Clafghan (when it is done)? Share this post Link to post Share on other sites