Jump to content
Sign in to follow this  
Psychobastard

co30 Hohei Evolution 2 - the Evolution must go on!

Recommended Posts

Oh, that sounds good. I have a ticket on dev heaven from IceBreakr with the wish to build up Hohei Evo on his islands. --> https://dev-heaven.net/issues/23801

I would like to integrate them in the official release if you allow me that. It saves me a lot of time back then, because I would have done it anyway, sooner or later.

The localities and boarders from any island are located automatically. You have only define the coordinates of the maintargets.

EVO_all_possible_towns = [

[[2733.7,5306.05,0],"Zelenogorsk",300], // 0

[[6728.4,2590.29,0],"Chernogorsk",300], // 1

[[10269.5,2110.25,0],"Elektrozavodsk",300], // 2

[[11146.5,12302.7,0],"Krasnostav",300], // 3

[[12012.4,9095.97,0],"Berezino",300], // 4

[[6147.54,7757.34,0],"Stary Sobor",300], // 5

[[3814.73,8901.37,0],"Vybor",300], // 6

[[7555.26,5149.45,0],"Mogilevka",300], // 7

[[10680.4,8054.11,0],"Polana",300], // 8

[[10412.8,9768.09,0],"Dubrovka",300], // 9

[[9548.47,8846.42,0],"Gorka",300], // 10

[[13381.5,6254.74,0],"Solnichniy",300], // 11

[[10118.6,5521.33,0],"Staroye",300], // 12

[[1697.54,3847.5,0],"Pavlovo",300], // 13

[[3075.33,7916.48,0],"Pustoschka",300], // 14

[[12971.1,10109.1,0],"Berezino Harbour",300], // 15

[[9178.31,3870.64,0],"Pusta",300], // 16

[[4741.96,6799.19,0],"Rogovo",300], // 17

[[4393.77,4606.03,0],"Kozlovka",300], // 18

[[1828.09,2249.49,0],"Kamenka",300], // 19

[[8659.28,11840.9,0],"Gvozdno",300], // 20

[[2727.84,9941.74,0],"Lopatino",300], // 21

[[11252.52,5445.69,0],"Msta",300], // 22

[[4604.92,2489.79,0],"Balota Airfield",300], // 23

[[7088.44,7688.07,0],"Novy Sobor",300] // 24

];

syntax: [[coords], "name in briefing & task", radius to place enemys and her waypoints]

...but i think you know that. :-)

btw: Attackchoppers and Jets are defined in server\handle_vehicles.sqf, line 88 & 89

regards

Edited by [TcB]-Psycho-

Share this post


Link to post
Share on other sites

Can you do a port to Duala map as well pls ?

Share this post


Link to post
Share on other sites

@Psycho - the Duala conversion is nearly complete (ACE and None-ACE - Blue only so far). I just need to get those two arrays I asked about populated for Duala units - had to do some real work today!!

I have followed your convention and created a __Duala__ global (and a __Duala global where necessary) and have changed the code slightly to cope. i.e. where you had;

#ifdef __Takistan__
...
#else  //assumes Chernarus
...
#endif

I have changed to;

#ifdef __Takistan__
..
#endif

#ifdef __Duala__
..
#endif

#ifdef __Chernarus__
..
#endif

I don't think pre-processor commands have a 'SWITCH/CASE' construct, so this will have to do!

When you have released you hotfix, I'll diff it against the old code and port over the changes to my conversion and hand it over to you!

Share this post


Link to post
Share on other sites
@Psycho - the Duala conversion is nearly complete (ACE and None-ACE - Blue only so far). I just need to get those two arrays I asked about populated for Duala units - had to do some real work today!!

I have followed your convention and created a __Duala__ global (and a __Duala global where necessary) and have changed the code slightly to cope. i.e. where you had;

#ifdef __Takistan__
...
#else  //assumes Chernarus
...
#endif

I have changed to;

#ifdef __Takistan__
..
#endif

#ifdef __Duala__
..
#endif

#ifdef __Chernarus__
..
#endif

I don't think pre-processor commands have a 'SWITCH/CASE' construct, so this will have to do!

When you have released you hotfix, I'll diff it against the old code and port over the changes to my conversion and hand it over to you!

Keep up the good work :thumbsup:, looking forward to playing this on Duala.

Share this post


Link to post
Share on other sites

Used to play Hohei Evo but stopped as you stopped releasing updates which you stated was coming in the week. I was just wondering if you are busy with RL work and that is why you have not released 2.07. Hope all is good and looking forward to furture updates of the awesome Hohei Evo.

Share this post


Link to post
Share on other sites

Thats right - work is going on!

In the upcomming two weeks i will found the time to work again on the new version. But i want to release first another hotfix version. The upcomming is not the final 2.07 version.

regards

Share this post


Link to post
Share on other sites

hi psycho,

yesterday i played hohei evolution for the first time. i noticed 2 times an "arma 2 has stopped working" (just the dedi server not my own arma 2.exe) after approx 10mins of gameplay with 3 of my friends on an internet based game.

i started the dedi server on my own system. this error has never happened with other maps like xeno domination or benny warfare.

any ideas?

regards r.

Edited by r4m0n

Share this post


Link to post
Share on other sites

Did you play ArmA2 only version? Any Mods? Your .rpt avalible?

If you play the ArmA2-only version please try it again with a earlier version and look if it happens again. (version 2.05, you can found it here) It seems like we have a curious bug in ArmA2-only version that crashes the server after a while. But in version 2.05 and earlier nobody had reported some similar problems.

regards

Edited by [TcB]-Psycho-

Share this post


Link to post
Share on other sites
-Psycho-;2119638']Did you play ArmA2 only version? Any Mods? Your .rpt avalible?

If you play the ArmA2-only version please try it again with a earlier version and look if it happens again. (version 2.05' date=' you can found it here) It seems like we have a curious bug in ArmA2-only version that crashes the server after a while. But in version 2.05 and earlier nobody had reported some similar problems.

regards

yes its arma 2 only without any mods.. thanks for the hint with v 2.05. will give it a try.

regards r.

Share this post


Link to post
Share on other sites

Hi Psycho,

hohei 206 is SO MUCH better than 205.. PLEASE DO SOMETHING! Is there any workaround for 206? Our server keeps crashing after 10 - 15min. :(

p.s: do you know whether this is related to arma 2 only? what about arma 2 free?

regards and thanks r.

Edited by r4m0n

Share this post


Link to post
Share on other sites

What was the relsult of your tests? Did 2.05 not crash but 2.06? Can you find a special point in the game when it crashes? Maybee first contact with enemys, first use of a spcific car... anything? It is realy important for my to know more abot it. Otherwise i don't know where i have to search for a error. Cause all version use the same code and oa+co versions work fine.

And what is so much better in 2.06 as 2.05?

Sure, you can the a2 versions play with a2free too.

regards

Share this post


Link to post
Share on other sites
-Psycho-;2121479']What was the relsult of your tests? Did 2.05 not crash but 2.06? Can you find a special point in the game when it crashes? Maybee first contact with enemys' date=' first use of a spcific car... anything? It is realy important for my to know more abot it. Otherwise i don't know where i have to search for a error. Cause all version use the same code and oa+co versions work fine.

And what is so much better in 2.06 as 2.05?

Sure, you can the a2 versions play with a2free too.

regards[/quote']

hi psycho,

205 never crashed. not one single time. i dont know what exactly is causing 206 to crash but it happens when more people are joining the server.

why 206 is better:

1. weapons are available from the weapons cache as they should be. in 205 only limited weaponry is available regardless of rank etc.

2. ai recruiting is available in 206 which is completely missing in 205. very usefull for recruiting a pilot / crewman who can assist you as gunner in your heli.

p.s. just started a 206 again. it seems as if the game crash is somehow related to the ai. my game crashed after my gunner died. dont know if that helps.... (error in win7 is: arma 2 stopped working.) thats all.. nothin more

regards r.

Edited by r4m0n
add

Share this post


Link to post
Share on other sites

After many hours of testing i have found the problem for the CTD's in A2-only versions!

It's a bug in the game self and i will first time build a work around to fix it for the Hohei Evo. If you like that BIS fix this bug in future patches please vote for this in CIT. (i have create a ticket for this: https://dev-heaven.net/issues/29490)

The game crashes are fixed with upcoming release of Hohei Evolution in next time. (i work this time again on it ;) )

regards

Share this post


Link to post
Share on other sites

Yay!

Good job Psycho!

Can't wait to play fixed version. ;)

Share this post


Link to post
Share on other sites

rednblue.png

Hello all,

Release of version 2.062 ---> https://dev-heaven.net/attachments/download/17031/hohei_evolution_2062_hotfix.7z

Changelog:

fixed: missing HALO roles in Red Chernarus version (#28390)

fixed: spectating mode didn't work for admins

fixed: added missing ammo and weapons (bug #28478)

fixed: stop rpt spaming of 'Unknown attribute height' and 'Unknown attribute width'

fixed: Speznas can make a HALO and deploy FARP's

fixed: game crash in A2 only versions (#28320)

fixed: variable with wrong network location (#28662)

fixed: Teamkill kick message occurs altough if player is admin (#28661)

fixed: MHQ(AHQ did not unlock itself if the admin disconnect (#28658)

fixed: player can jump in cargospace of the AHQ until it's locked (#28656)

changed: prison disabled (no longer needed)

added: JIP compatibilty for known JIP's player rank (feature #28498)

added: now the supply points are JIP compatible (be stored after re-connect)

ArmA2 Versions did no longer crashes. Some bugs in admin-console are fixed. More JIP compatibilty for players (rank and support points are stroed and available after reconnect). Prision is no longer needed cause the negative score and the autokick function make them unnecessary. Again the content of weapon- and ammoboxes are improved.

Have fun with it!

Thanks for reporting issues - only this will help to improve permanent the Hohei Evolution!

regards

Share this post


Link to post
Share on other sites

Ref to nonnetwork object 90c67048# 1068989: shed_m03_ruins.p3d
Ref to nonnetwork object 90c67048# 1068989: shed_m03_ruins.p3d
Ref to nonnetwork object 90c67048# 1068989: shed_m03_ruins.p3d
Ref to nonnetwork object 27e3c760# 1070004: housev_1i4_ruins.p3d
Ref to nonnetwork object 27e3c760# 1070004: housev_1i4_ruins.p3d
Ref to nonnetwork object 90c67048# 1068989: shed_m03_ruins.p3d
GetOutAny soldier B 1-2-E:1 already in landscape
Entity listed twice.

And it goes until out of memory...

Tested on RED version.

Share this post


Link to post
Share on other sites

very very nice!!! thanks for your hard work!! works perfectly here..

i just noticed one thing so far: there is one heli with sidewinders only. if equipped with an ai gunner the gunner shoots 1 sidewinder and the sidewinder message in the upper right corner gets red. that means with ai you are just allowed to shoot 1 sidewinder. that does not happen if you have no ai gunner.

regards and thanks again ;O)

r.

Share this post


Link to post
Share on other sites

@Zydu, Duno, not my problem - take your .rpt's to BIS!

I stop my support for old A2 versions. Its from yesterday...

Share this post


Link to post
Share on other sites
-Psycho-;2122365']@Zydu' date=' Duno, not my problem - take your .rpt's to BIS!

I stop my support for old A2 versions. Its from yesterday...[/quote']

BLUE version works perfectly. No crashes so far.

Hope you will at least support A2 BLUE only version in future.

Share this post


Link to post
Share on other sites

So it's been a while since I've been actively following Hohei. What's the overall status right now? When I left you were working on side missions and numerous bug fixes for RED versions.

I'd like to request a Falluja version of the mission as it's my favorite map and this is my favorite mission. As it is now I have to use GITS which is a pain in the ass because there's about 20 mods required for that mission.

Could I maybe port the mission over to Falluja? I'm not sure how to do that but I assume it's not as simple as copy paste

When editing the mission I see no respawn script for the aircraft. How do we add vehicle respawn if for example we add a Harrier to the mission?

Also as a side note I can test unreleased versions on my private dedicated server if you need some mp testing.

Edited by JuggernautOfWar

Share this post


Link to post
Share on other sites

Hi,

port the mission to other islands is simplier as you think!

- Copy&Paste the hole content what you can see in the editor to the other island.

- Copy&Paste the hole script packet to the new foldwer with your new mission.sqm

- make your settings in setup.sqf to choose the version

- make a doubble click at the setupcopy.bat and the setup.sqf and macros.sqf will c&p automatically in all needed folders and locations

- open the i_common.sqf and go to line #252 where you can find the following content

EVO_all_possible_towns = [

[[2733.7,5306.05,0],"Zelenogorsk",300], // 0

[[6728.4,2590.29,0],"Chernogorsk",300], // 1

[[10269.5,2110.25,0],"Elektrozavodsk",300], // 2

[[11146.5,12302.7,0],"Krasnostav",300], // 3

[[12012.4,9095.97,0],"Berezino",300], // 4

[[6147.54,7757.34,0],"Stary Sobor",300], // 5

[[3814.73,8901.37,0],"Vybor",300], // 6

[[7555.26,5149.45,0],"Mogilevka",300], // 7

[[10680.4,8054.11,0],"Polana",300], // 8

[[10412.8,9768.09,0],"Dubrovka",300], // 9

[[9548.47,8846.42,0],"Gorka",300], // 10

[[13381.5,6254.74,0],"Solnichniy",300], // 11

[[10118.6,5521.33,0],"Staroye",300], // 12

[[1697.54,3847.5,0],"Pavlovo",300], // 13

[[3075.33,7916.48,0],"Pustoschka",300], // 14

[[12971.1,10109.1,0],"Berezino Harbour",300], // 15

[[9178.31,3870.64,0],"Pusta",300], // 16

[[4741.96,6799.19,0],"Rogovo",300], // 17

[[4393.77,4606.03,0],"Kozlovka",300], // 18

[[1828.09,2249.49,0],"Kamenka",300], // 19

[[8659.28,11840.9,0],"Gvozdno",300], // 20

[[2727.84,9941.74,0],"Lopatino",300], // 21

[[11252.52,5445.69,0],"Msta",300], // 22

[[4604.92,2489.79,0],"Balota Airfield",300], // 23

[[7088.44,7688.07,0],"Novy Sobor",300] // 24

];

Every line is a maintarget. The numbers are the position ix [x,y,z], next is the OA name, and the radius for the OA. Simply read out the coords for any OA you wish to add and rewrite it there.

- to create a route or define how many towns have to resolved go to line #57 in the init.sqf. You found following content - its commented and self explaining.

switch (E_Towns) do {

case 1: {EVO_maintargets = [21,5,0,1,2,22,15,3,20]}; //9 town standard-route on chernarus

case 2: {EVO_maintargets = [15,4,11,2,1,23,19]}; //coast route

case 3: {EVO_maintargets = (count EVO_all_possible_towns) call XfRandomIndexArray}; //random all

case 4: {EVO_maintargets = [EVO_all_possible_towns,1] call PsyfRandomCountedIndexArray}; //1 random town

case 5: {EVO_maintargets = [EVO_all_possible_towns,3] call PsyfRandomCountedIndexArray}; //3 random towns

case 6: {EVO_maintargets = [EVO_all_possible_towns,5] call PsyfRandomCountedIndexArray}; //5 random towns

case 7: {EVO_maintargets = [EVO_all_possible_towns,8] call PsyfRandomCountedIndexArray}; //8 random towns

};

- after you do this dont forget to have a look at the description.ext at line #42. Make sure these entries are fit together with your defined routes

The number of OA's is not important as long as you make the adjustments listed here.

It will be more difficulty if you want to add other units. For example you like to play with the molatian army.

regards

btw: to add a new vehicle to the existing respawn system simply place it on the map - that it was!

---------- Post added at 06:29 PM ---------- Previous post was at 06:15 PM ----------

A short info about the state and the progress of Hohei Evolution:

At the moment i haven't realy just to work on the Hohei Evolution. All existing features and functions work very well. All planed features need a lot of work and have a great potential of new errors for the existing content.

Another problem is by myself: All i knows about scripting i have learn by myself and i learn more and more. At the moment my knowledge is bigger as the realized in the Hohei Evo. Caused by my perfectionism i like to rework some stuff to improve the performance more and more. That needs a lot of time again.

At the moment my focus is on two goals:

1st: To stabilize and imrove the Hohei Evolution as good as well to make all ready for a quick release after A3 is out.

2nd: I work more and more on my other and newer big project. This project requires at least as much time as the development before the first release of Hohei Evo. Cause i want to release this also near to the A3 release i have to hurry up!

Share this post


Link to post
Share on other sites

Special Release:

Hohei Evolution 2 - BWMod + Celle 2

It's only a unlocked version availible without any custom loadouts. The focus is set to tank battles (more tanks for enemy and you) cause the flat plateaus on Celle are as made ​​for it.

Download: http://upload.g-g-c.de/tcb/maps/Hohei%20Evolution%202%20-%20BWMod-Celle.7z

Armaholic mirror:

- Hohei Evolution 2 - BWMod + Celle 2 Co-32 (@)

needed mods:

BWMod 1.7: http://bwmod.armedassault.info/downloads/ArmAII/BWMod_v1.7.rar

BWMod Fix: http://armed-assault.de/downloads/bwmod-fix.html

Celle 2 (+ Patch #1 & Buildings): http://www.armaholic.com/page.php?id=16585&a=dl

regards

Edited by [TcB]-Psycho-

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  

×