vengeance1 50 Posted January 13, 2012 (edited) If that "downloadable content not installed" is the FA18 you can't fix it, it is in the mod. Glad to see the work on PRACS, the main issue with PRACS was losing FPS to unplayable rate after an hour or so of gameplay. "Give GUER a fighting chance" your right about that they have powerful weapons, great fight! Only other AddOn I am using in missions with PRACS is CBA. Thanks for the tip on the Rsctitles, I will see if I can make that work. Thanks Zonekiller! Edited January 13, 2012 by vengeance1 Share this post Link to post Share on other sites
Fenrisulven 1 Posted January 13, 2012 Holy crabsticks got to try this on my dedi asap. Share this post Link to post Share on other sites
kremator 1064 Posted January 13, 2012 You betcha Fenrisulven. It is a BLAST! Start with standard settings first and see what happens. THEN if you want to restrict or enable certain things then have a play with the params. For ULTIMATE mayhem, where you may not even survive for five minutes (remember THIS IS WAR!) try Utes on standard settings. Best fun you can have WITH your clothes on. I'm going to try adding in a few MSO features to see how it effects FPS. For reference on my 2.66GHz 4Gb RAM dedi I can get 20 FPS on Duala/Takistan with 300 AI fighting. Share this post Link to post Share on other sites
velzevul 32 Posted January 14, 2012 ZoneKiller, sorry for confusing. tested mission only with PRACS and without other addons. no issues, which i reported before. Yes AI do not automount like in BF3 - it required too much CPU power for the amount of vehicles in BZ so i had to take it out. sad. is it possible to return somehow this feature? maybe as optional, to test it with less items count. i liked very much BF3 AI behaviour, and find it very immersive. Yes AI Will still patrol even tho all bases are found. i understand if they patrol area around their base, or maybe route between own bases. but when i tested Takistan BZ with ACE, where all units marked on map, it was obvious that appreciable part of units roams away from fight. they do not protect own base and do not attack enemy one, but use CPU resources. also i could not find PRACS warfare buildings in editor, side - "empty", class - "RACS objects". and side - "empty", class - "Warfare buildings". Share this post Link to post Share on other sites
zonekiller 174 Posted January 14, 2012 (edited) sad. is it possible to return somehow this feature? maybe as optional, to test it with less items count. i liked very much BF3 AI behaviour, and find it very immersive. These guys have a different AI behaviour - more to suit vehicles, If a gunner dies the driver go to base to get a new one. If a driver dies the gunner takes his place and goes back to base. when you see coloured smoke that is AI getting rescued by choppers , landvehicles will do pick up AI also. then when they get a few AI they take them to the nearest enemy base. when one gun is empty - they then are marked to return to base and rearm ASAP. when ever an enemy is spotted the one that spots it calls for support - upto 4 vehicles of a class that is best suited to attack the enemy.-- the patroling ones are not out of the fight for very long also the patroling ones stop players from sneeking arount the fight and some people like a hard fight - straight to the base - some like it where you never know what going to come around the corner. this does both at the same time. some vehicles are sent directly to the bases. when on foot they will attack the closest base - and make bombs, Ai use both smoke and flares. BZ-V2 will be out in a day or so even more options - fully tested with PRACS - rearm at any of your side base option in params to fully man all guns in vehicles or just driver and 1 gunner testing it with Navy Ships on the island maps "Sooo Coool" Go in as gunner or cargo of some different vehicles and you will see more of what they do. in editor, side - "empty", class - "RACS objects". and side - "empty", class - "Warfare buildings". They have (no side or civilian) they will not work :( The Ship Addon that I recommend for the island maps ---------------------------------------- | Frigate Pack | | | | beta 5 | | | | by Gnat | | | | for ArmAII/OA | ---------------------------------------- August 2010 download link ftp://ftp.armedassault.info/armad/addons/GNT_Frigates_Waves_Weapons_2.7z If anyone knows of a Resistance Side Ship then send a link , Frigate Pack has east and west Edited January 14, 2012 by Zonekiller Share this post Link to post Share on other sites
kremator 1064 Posted January 14, 2012 You guys are going to LOVE the next version I'm testing. Lets just say 'things got nautical'! Even more deadly - even more fun! EDIT: ninja's by ZK :) Share this post Link to post Share on other sites
vengeance1 50 Posted January 14, 2012 Frigates that actually work in MP? WOW Share this post Link to post Share on other sites
zonekiller 174 Posted January 14, 2012 (edited) Just need to move the water_spots a bit further out to sea V2 has this already done Utes new Water_spots Water_Spots = [[4886.51,3994.44,0],[4133.81,4686.1,0],[2963.75,5092.38,0],[1984.8,4863.01,0],[1414.92,4174.46,0],[2124.89,3512.8,0],[2669.2,2804.7,0],[3474.44,2249.87,0],[4316.14,1924.91,0],[4905.11,2590.12,0],[5095.34,3369.57,0]]; Tasmania Water_Spots = [[9777.4,5932.46,0],[9638.81,7404.31,0],[7945.97,8007.63,0],[6525.37,7755.14,0],[5027.51,7324.14,0],[3519.84,7684,0],[2229.3,8217.85,0],[1231.99,8918.37,0],[189.826,8114.48,0],[163.665,6586.18,0],[561.351,5526.13,0],[1414.05,4277.14,0],[1621.87,2983,0],[2473.1,1840.1,0],[3444.73,673.359,0],[4938.77,433.123,0],[6443.31,574.884,0],[7912.98,1003.27,0],[9263.8,1688.91,0],[9781.15,3160.26,0],[10133.2,4521.65,0]]; Isla Duala Water_Spots = [[1950.64,7460.14,0],[1959.69,6434.23,0],[2518.51,2775.99,0],[3606.87,1572.23,0],[6582.9,1024.27,0],[8811.94,2199.77,0],[9592.93,3868.73,0],[9187.75,5282.12,0],[9508.86,6580.96,0],[9585.12,7512.03,0],[8902.21,8150,0],[7497.32,9398.38,0],[5860.31,9021.38,0],[4528.11,8662.01,0],[3403.91,7673.89,0],[840.997,5228.77,0],[1015.33,3505.15,0],[5020.35,789.261,0],[8110.05,1143.99,0]]; Edited January 14, 2012 by Zonekiller Share this post Link to post Share on other sites
HazJ 1288 Posted January 14, 2012 Great mission but how do I recruit AI for my squad ? Share this post Link to post Share on other sites
kremator 1064 Posted January 14, 2012 Make a soldier and press J You can have as many as are allowed in the params. My fave is now making a full squad, creating a fully armed chinook and telling pilot to head into enemy territory :) BOOM ! Share this post Link to post Share on other sites
zonekiller 174 Posted January 15, 2012 (edited) New update Expected In About a Week , Get Your Findings In Soon I know Updates are a pain in the arse but without a 100 testers this is all i can do. Planed UpDates Call for support Call for Ammo Drop UPDATE V2 - 16-1-12 Fixed - Getin with land vehicles without cargo spots. Fixed - Blow Building action gets removed sooner. Added - Amount Of Crew Per Vehicle in params , "Fill Driver And All Turrets", "Fill Just Driver And Gunner". Added - copyfactions,copyaddons and game_ends in "User_Settings\Mission_Settings.hpp" - Used for testing and editing. Added - activateAddons extra_addons - when using addons this will automaticly activate them on mission start- Read note below. Added - All Vehicles and Buildings made by the Server face away from the HQ. Added - rearm at any of your side bases. Improved - Targeting System. Improved - Auto call for support system. Tested With - Latest AO Beta. Tested With - PRACS. Tested With - Frigate Pack. extra_addons Note In "InitFolder\Mission_Factions.hpp" there is skiped_addons = ["myaddon"]; addons that the auto addon finder misses goes in here If you get an error on mission start , Look in your RPT file for the name of the addon and add it to - skiped_addons. If your using addons JIP will give en error before recieving the mission , due to the activateAddons extra_addons can not run earlier it is all running by the time the player is in the game. to get around this you can add an empty vehicle of all vehicle types of your addons in the mission then delete it at mission start. then you dont need to add anything to - skiped_addons. or In User_Settings\Mission_Settings.hpp set copyaddons = true then start the mission when the container comes off the truck alt tab paste with RMB to a text doc add the addons it finds to mission.sqm hint if you edit the mission after this with the editor you may have to do it again Edited January 21, 2012 by Zonekiller Share this post Link to post Share on other sites
Fenrisulven 1 Posted January 15, 2012 You betcha Fenrisulven. It is a BLAST!Start with standard settings first and see what happens. THEN if you want to restrict or enable certain things then have a play with the params. For ULTIMATE mayhem, where you may not even survive for five minutes (remember THIS IS WAR!) try Utes on standard settings. Best fun you can have WITH your clothes on. I'm going to try adding in a few MSO features to see how it effects FPS. For reference on my 2.66GHz 4Gb RAM dedi I can get 20 FPS on Duala/Takistan with 300 AI fighting. I wholeheartedly agree. Best fun I had with AI in a long time. Flawless mission design and really no mods needed. Impressive work Zonekiller Share this post Link to post Share on other sites
kremator 1064 Posted January 15, 2012 You guys need to try the latest version - grab Gnat's frigate pack (and PRACS), play on Utes and get your head down ..... as these frigates give no quarter ! Share this post Link to post Share on other sites
zonekiller 174 Posted January 15, 2012 @Fenrisulven Thanks for that I still have a few more things i want to add to it So glad everyone is enjoying it. Share this post Link to post Share on other sites
gossamersolid 155 Posted January 15, 2012 Tried playing it, pretty cool indeed. It's a nice new refreshing feel to multiplayer. I found a pretty big issue though. When you are in the COIN interface building units, they collide with other units. Example: I had an AI A-10 taxing down the runway, I picked another AI from the build menu and I moved it by the existing A-10 and it collided with it and blew it up. I think the command you are looking to use would be _preview enableSimulation false. Then when the unit location desired is selected, enableSimulation true. EDIT: http://community.bistudio.com/wiki/createVehicleLocal I think that could work as well. Share this post Link to post Share on other sites
kremator 1064 Posted January 15, 2012 Hi GS! Glad you like it..... lot of blood sweat and tears from Zonekiller, and a lot of just the sweat and tears from me :) Yes, I've commented on that before, and I think ZK has had a look at it. He'll be up shortly to comment directly I'm sure. I've just spent ages (in deathcam) watching the OPFOR Krivak ship knocking 6bells out of an enemy base :) WONDERFUL to see. Keep posting issues you find. We need more servers up with this, considering that the average mission lasts about 10 hours! Share this post Link to post Share on other sites
katipo66 94 Posted January 15, 2012 Link is broken: DownLoad -=ZKs BattleZone=- Takistan Share this post Link to post Share on other sites
vengeance1 50 Posted January 15, 2012 Absolutely amazing! First time I have seen Ships work in Arma2 in MP. People you have to give this a try, loads of action when you pack up your base and move it close to enemy! :) Share this post Link to post Share on other sites
zonekiller 174 Posted January 16, 2012 (edited) @GossamerSolid i am using preview createVehicleLocal and i will give preview enableSimulation false a go today Edit - tested with enableSimulation false YES IT WORKS Thankyou , i had no idea that enableSimulation affected collision factor as well. That will be in the BZ V3 Update :) Thanks for the tip - and glad you liked it. @Katipo66 My net was down for a few hours last night, all links are good and net is running :) @Vengeance1 Yup the ships do put that extra challange in :) trying to get past the Phalanx system to get to the ship is bloody hard. Edited January 16, 2012 by Zonekiller Share this post Link to post Share on other sites
.kju 3241 Posted January 16, 2012 well done Zonekiller - it is a nice concept :) here is one error we came across: Error in expression <r + "" ); _textControls = ( _text1 + _text2 + _text3 + "" ); ((uiNamespac> Error position: <_text2 + _text3 + "" ); ((uiNamespac> Error Undefined variable in expression: _text2 it would be helpful to add more info to the notes section about the game mode Share this post Link to post Share on other sites
zonekiller 174 Posted January 16, 2012 (edited) Thank you PvPscene Tho i have never seen that error and its part of the old bis coin script , before i modified it. (that part is untouched) the code looks all good. im not saying it does not excist - maybe caused due to a addon that used _text2 even so i will rename _text1 ,2 ,3 just incase. But thanks to your keen eye i did find a small error in the menu system :) fixed. even random errors with some addons i would like to hear about i would like BZ to be as compatible as possible. Thanks for the input , keep it comming :) it would be helpful to add more info to the notes section about the game mode As im the solo writer of BZ i may miss some things that i think are obvious "sorry". anyone Please suggest things that SHOULD be in the notes and i will add them. Edited January 16, 2012 by Zonekiller Share this post Link to post Share on other sites
vengeance1 50 Posted January 20, 2012 Jumped on your server to see how V3 was doing and really nice new features! Game-play was smooth. Your battle was looking hopeless for the Bluefor with only 1 base left so I captured the East Base and Bluefor AI quickly setup another Bluefor Base, what fun love the mission! Share this post Link to post Share on other sites
kremator 1064 Posted January 20, 2012 This really shows that tactical decisions (and human interaction) can have a major impact on the war! I've installed the new tweak by PvPscene (gunners use ALL weapons!) and the carnage is unbelieveable! Share this post Link to post Share on other sites
zonekiller 174 Posted January 21, 2012 (edited) NEW UPDATE V3 - 21-1-12 Planed UpDates Add = Ambient Civilians UPDATE 2-1-12 All Mission Zip now done with latest 7Zip Fixed geur1 to guer1 ---------------------------------------------------------------- UPDATE - 6-1-12 Fixed - Packing Up Enemys Base. Fixed - Starting with the last players units. Fixed - Code for waypoints. Fixed - If UAV goes down , now you will be kicked from Remote Construction. Fixed - AI Base can still make base buildings after Total Items reached. Added - Pickup Smoke now is the colour of the side. Added - Total goes RED when reached. Added - Leave group action. Added - Make Empty Vehicle, Building , Man after Total Items has been reached. Added - Make Empty Vehicle after Item Ammount has been reached. Added - Player Group Size in Params. Added - Restrict Player Build Time in the params. Added - Rejoin Message if you join a side that is down. Tuned - Cleaned some publicvars up. ---------------------------------------------------------------------------- UPDATE V1 - 11-1-12 Fixed - Trucks less likely to get stuck. Fixed - All Players Local Vehicles and Men fully transferred back to server on disconnect. Fixed - Guer RESPAWN now works when you click on the word RESPAWN not just the Map. Fixed - Mortars fire more. Fixed - Respawn - will end mission for that side when no bases are left and exit If you Click on Respawn. Fixed - Player Respawn error when no units alive on players side. Added - Sides Used In The Mission - in params - Now can leave out any side. Added - Factions : Mission Suggested Factions - in params - add your factions to "InitFolder\Mission_Factions.hpp". Added - Markers for Trucks. Added - helpdis = 2000; max distance to call for AUTO support in "User_Settings\Mission_Settings.hpp" Tuned - Vehicle Movement , Packing Up trucks , Builder_interface.fsm - Only Choppers are now Made localy. Re-work - YES - Lots of code enhanced. ------------------------------------------------------------------------ UPDATE V2 - 16-1-12 Fixed - Getin with land vehicles without cargo spots. Fixed - Blow Building action gets removed sooner. Added - Amount Of Crew Per Vehicle in params , "Fill Driver And All Turrets", "Fill Just Driver And Gunner". Added - copyfactions,copyaddons and game_ends in "User_Settings\Mission_Settings.hpp" - Used for testing and editing. Added - activateAddons extra_addons - when using addons this will automaticly activate them on mission start- Read note below. Added - All Vehicles and Buildings made by the Server face away from the HQ. Added - rearm at any of your side bases. Improved - Targeting System. Improved - Auto call for support system. Tested With - Latest AO Beta. Tested With - PRACS. Tested With - Frigate Pack. extra_addons Note In "InitFolder\Mission_Factions.hpp" there is skiped_addons = ["myaddon"]; addons that the auto addon finder misses goes in here If you get an error on mission start , Look in your RPT file for the name of the addon and add it to - skiped_addons. If your using addons JIP will give en error before recieving the mission , due to the activateAddons extra_addons can not run earlier it is all running by the time the player is in the game. to get around this you can add an empty vehicle of all vehicle types of your addons in the mission then delete it at mission start. then you dont need to add anything to - skiped_addons. or In User_Settings\Mission_Settings.hpp set copyaddons = true then start the mission when the container comes off the truck alt tab paste with RMB to a text doc add the addons it finds to mission.sqm hint if you edit the mission after this with the editor you may have to do it again ------------------------------------------------------------------------- UPDATE V3 - 21-1-12 Fixed - Error with turrets. Fixed - All Players Local Empty Vehicles get deleted on disconnect. Fixed - Random Error that caused Server_Seen_Code to stop. Fixed - ReArming when making empty vehicle. Added - Pickup now works in water for Players and AI. Added - Call for AmmoDrop. Added - Pickup Marker. Added - AmmoDrop Marker. Added - Call for Plane when using LaserMarker. Tuned - Vehicle Movement , Builder_interface.fsm. Re-work - YES - Some code enhanced. The Missions So Far -=ZKs BattleZone=- V3 -=ZKs BattleZone=- Takistan -- No Addons Just AO -- DownLoad -=ZKs BattleZone=- Takistan -=ZKs BattleZone=- Isla Duala -- Addons - Isla Duala Map & AO-CO -- DownLoad -=ZKs BattleZone=- Isla Duala Isla Duala Map Link: -=ZKs BattleZone=- Tasmania -- Addons - Tasmania Map & AO-CO -- DownLoad -=ZKs BattleZone=- Tasmania Tasmania Map Link: -=ZKs BattleZone=- Utes -- Addons - AO-CO -- DownLoad -=ZKs BattleZone=- Utes Recommended Addons Frigates, Weapons and Waves For Island Maps Frigates, Weapons and Waves Link DownLoad -=ZKs BattleZone=- Ships Isla Duala DownLoad -=ZKs BattleZone=- Ships Tasmania DownLoad -=ZKs BattleZone=- Ships Utes PRACS For Resistance Vehicles PRACS Link DownLoad -=ZKs BattleZone=- Pracs Takistan DownLoad -=ZKs BattleZone=- Pracs Isla Duala DownLoad -=ZKs BattleZone=- Pracs Tasmania DownLoad -=ZKs BattleZone=- Pracs Utes Frigates and Pracs DownLoad -=ZKs BattleZone=- Ships_Pracs Isla Duala DownLoad -=ZKs BattleZone=- Ships_Pracs Tasmania DownLoad -=ZKs BattleZone=- Ships_Pracs Utes Edited January 21, 2012 by Zonekiller Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 22, 2012 Didn't get a lot play time, just against AI, but ........... Very impressive coding ZK ! And also lovin something that makes practical use of my Frigates! GJ ! Share this post Link to post Share on other sites