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kremator

Kremator presents ... BattleZone, MSO, PatrolOps2 & ATCRabbit

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I'm still waiting on ZK. He's working on civs. I'll give him a nudge again, as I want it out there, even if it is not COMPLETELY fixed.

+ 1 we can live without civs :p

Edit: or we can help with bug reports

Edited by SavageCDN

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I44 testing going on at the moment :) My nudges obviously worked :)

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Hope it goes well Kremator and you can release, I have had all my time invested it Carrier Command!

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Thought I'd share a WAR story. This story takes place on Celle2 near Overgonne. Enemy contacts were quite intense, with many ground vehicles spreading out into woods to escape the carnage! Anyway, poor OPFOR lose that base, following serious pounding from choppers and LGB Harriers. I see HQ_1_E down icon and I jump in a Cobra (as driver) to escort our trucks on pickup. Three trucks are created and they head towards the downed container (BLUFOR were stationed at ETHC airport). I'm cruising along, gunner locks onto a passing jet with guns and nails it and the crashing jet narrowly misses the first truck! Truck number 1 grabs the container (turning into Truck in Transit icon) and I follow. All the while I'm looking out for insurgents and enemy (basically anything that could kill the truck on it's way to the setting up our new camp). Five minutes into its journey (with me hovering about 50m behind it) a HUGE explosion hits near the truck. The truck trundles on for another 20m then stops, driver exits and is rolling on the ground (requiring first aid - sorry mate :) ) It was a roadside IED that took it out.

Talk about being prepared for anything :)

2 minutes later, I'm writing this and alt-tab back to find that insurgents have been shooting my cobra and I'm out on the ground, dead. My copilot jumps out, and revives me!

Edited by Kremator

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I44 testing going on at the moment :) My nudges obviously worked :)

I'm like a kid at Xmas.. I keep checking 'under the tree thread' for a surprise :p

UPDATE: Amazing new Celle2 is now supported!

Also to celebrate the release of updated Lingor, I have updated ALL of my files to version 6d with some tweaks and improvements. All found in first post.

Awesome....

2 minutes later, I'm writing this and alt-tab back to find that insurgents have been shooting my cobra and I'm out on the ground, dead. My copilot jumps out, and revives me!

Good story.. that's one of my favorite parts as well..watching the AI revive me when I get taken out.. sometimes it can take a while and the guy looks like he's forgotten.

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Thanks again!!! Might get some dedi time this Saturday can't wait to try these on a real server!!

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I like how you can easily port this mission/mod to many islands, I am doing the same for my mission.

Question tho, do you manually search the map for base locations and flat areas. Because some user made maps dont have any predefined flat areas like the BIS islands do, and I dont want to have to scour the island manually for those locations. I can try some code using bestplaces and isflatempty but that is computationally expensive.. would like to hear your thoughts... Thanks!

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There is an ingame editor.

If you would like me to port it to your island then just ask.... I can normally do it in less than an hour. If you want to have a go yourself then go ahead. It's not hard, just a little labour intensive!

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Sorry, i guess i didnt explain myself well. I am not trying to port an island to BZ/MSO, I'm trying to port an island to my own SP mission, and its a 5 minute process if the CfgWorld is built with NameCity's and FlatArea's, but if its not, its currently impossible to port, since the mission is dependent on these.

One alternative to using CfgWorld >> Names, is to programatically detect across the island at runtime where all the open flat areas are if the island maker didnt specify them. Was wondering if you were doing something similar since you obviously had to make your code pretty resilient to the config of the island.

Edited by markb50k

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Oh I see. Well, I'm just the monkey, not the organ grinder. I didn't make the original BattleZone. You should post in Zonekiller's thread - look for BattleZone :)

All I can do is to tinker with other guru's code and mash things together!

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Well one hell of a good Tweeking Monkey if that's the case Kremator!

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For info ..... Am working on integrating new MSO 4.3

Although I may WAIT until ZK releases new version4 do that I don't have too much of a workload.

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OK guys and girls - you have an option. I have a new version ready with MSO 4.3 inside and it works well. I also have a new marker system in it ( thanks to Rydigier). Here is your dilemma.....

I could release this version, that would still be on version 3 of BZ or we could wait until ZK releases version 4, then I release a monster version.

Up to you guys....... Let me know.

Kind regards,

Krem

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I'd vote for whatever means less work for you :p

Edit: Someone mentioned this to me while we were running around on a ZK mission.. is there a way for players to join up in one group (in COOP), rather than be individual SL? Or would that completely screw things up?

Edited by SavageCDN

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OK guys and girls - you have an option. I have a new version ready with MSO 4.3 inside and it works well. I also have a new marker system in it ( thanks to Rydigier). Here is your dilemma.....

I could release this version, that would still be on version 3 of BZ or we could wait until ZK releases version 4, then I release a monster version.

Up to you guys....... Let me know.

kind regards,

Krem

Hey Kremator I tryed to PM you but you have no more room in your box. Are you only using the kill part of the script and not the blood part. If you are using the blood as well there is a bug! Sometimes the blood marker will stay on the map even if the units are healed or dead. I found with a small change to the script that all the blood markers will be removed after the units are healed. Let me know if you need the code change of the script. PS wait for ZK update.

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If you have something working fine with MSO 4.31 then I say release the ones you already have done, and hold off for V4 on the rest! But I say that because I really want the 4.31 version of your mission :)

By the way Everon could make for a great Sea Battle by increasing number of ships!

Edited by vengeance1

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Hey Kremator the DAPMAN script is not working in your mission. I was having a hard time to get the script to work on new units made during a mission. So I wanted to check to see how you made it work in your mission but it is not working with the version I have ZKs_battlezone_V3MSO_v6bMSO.Takistan. Could you let me know if you have it working and if so how! This is making me nuts lol.

Edited by AVIBIRD 1

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Have proved that it does work in the missions. The version that you have is the B version. I released a few other version since then.

And for the rest of you guys .... V4 with MSO4.31 is VERY close to release :)

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Hi, sorry to be completely useless and semi-retarded. I've downloaded the .pbo, dropped it into my arma2 OA MPmissions folder, but when i try to launch it it tells me im missing cbo.main (or something similar). I take it im doing something wrong?

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No you are not. Welcome to the jungle ie forum. CBA is a type of a MOD that other MOD's require to work/run correctly. Go here and download it http://www.armaholic.com/page.php?id=6231. FYI if you have a MOD in a mission then anyone who wants to play with you needs that MOD to join your room. The same goes when you try to join a room and you are kicked most of the time you do not have a MOD the room is running. This is one of the downside of ARMA but it's one of the best things as well. Have fun Kremator is doing a really great job putting together some of the best missions all in one.

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Thanks mate :bounce3: You should all get Honorary degrees for being able to figure this lot out. Anyway, much appreciated, and nice to see such a friendly and dedicated community on here.

Edit - Oh, and thanks for all the hard work, Kremator (almost forgot to thank you lol).

Edited by Supe® HaÑs

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