SaOk 112 Posted January 28, 2013 Sorry, with incoming flu I totally forgot that. Coming in the next version. Currently the arty have random possibility that changes time to time. Share this post Link to post Share on other sites
SaOk 112 Posted January 29, 2013 New version 0.81 is available for Whole Lotta War. I added that setting to set off the artillery and car bombs. Also included new optional addon "US Marines" by Binkowski. Link in first post. Share this post Link to post Share on other sites
frequence 1 Posted January 29, 2013 Are you by chance gonna release a MP version of this awesome piece of work? p.s. keep it up and take your time. i love it. Share this post Link to post Share on other sites
SaOk 112 Posted January 29, 2013 Thank you :), I will make coop conversion. Havent yet decided should I add more tasks and other stuff first or covert it already since all seems to be working without flaws finally. Share this post Link to post Share on other sites
NoRailgunner 0 Posted January 29, 2013 Hmm.... still the enemy groups are spawning too close around and this feels like it's just made for insta-action and random skirmishes. Imo it would be great if you can focus on mission objectives and their impact (solving/missing/fail) on the next mission task(s) + player. Just a suggestion, though. :) Share this post Link to post Share on other sites
SaOk 112 Posted January 29, 2013 I will check those spawning distances and waypoints methods again if there would be room for more tweaking. Some of the stuff e.g. that are for villages still need to be spawed quite late or the performance will go worse, but lets see. I definitely would like to create tasks like that (with effect on things), currently planning those. There could be main tasks and side tasks. Differents paths of tasks. E.g. side path to help local tribes/civilians. I havent forgotten the Generation Kill tv-serie. Would be nice to have some ideas taken from that. Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted January 30, 2013 (edited) Today I was near the British base and found some random taki civies. I asked them if they'd seen any enemies, and they gave me directions to a nearby camp. I really liked that, cool as hell. But not long after I got sniped in the face. I went to reload a save, which happened to be right after I talked to said civillian, and a dozen or more enemy armor and technicals instantly blitzed the whole area (by that, I mean as soon as I was done loading, the massive enemy force was just there, where it'd not been before) and laid waste to every friendly camp in the area. It looked and sounded amazing (Thanks blastcore and JSRS :P), but obviously, it prevented me from continuing with that save. What's the possibility of getting the AI air to extract/deliver my squad? Being able to call an extract when I get into trouble or have finished a mission would boost the immersion a ton, specially if I have to clear out the LZ for them. Love the mission, can't wait for the co-op version. --Edit-- Also, I noticed a ton of grammatical/translation errors in the dialogue. I'd be willing to go through it all and rewrite it to sound more natural if you send me a text file with all the dialogue. I suppose I could unpack it and go through myself and fix it all, but honestly I've never had any luck trying that. Never get anything to repack properly afterwards. Edited January 30, 2013 by TheCapulet Share this post Link to post Share on other sites
SaOk 112 Posted January 30, 2013 Thanks, :) better not to fix the gammar yet, the dialog may change still much (but thanks for volunteering to fix those). The current tasks are mostly placeholders (I will keep the camps, but some of those may not be listed as tasks). I was thinking that AI air transport for player too ealier. The choppers are currently shot quite fast down even more if they try to land. But I may do that. I should have already functions for that and I could remove the AA soldiers from spawing classes-tables when player is in chopper. There is still some AA launchers in bigger enemy camps, but maybe more dangerous areas could be marked on map. Player could choose to take extra risk or not. Share this post Link to post Share on other sites
BlackADD3R 1 Posted January 30, 2013 Is the Hazar Kot map playable as SP also? The .pbo has coop labels only... thx Share this post Link to post Share on other sites
SaOk 112 Posted January 30, 2013 I am afraid I havent done any Hazar Kot missions yet. :) Share this post Link to post Share on other sites
SaOk 112 Posted January 30, 2013 (edited) Version 0.82 of Whole Lotta War is available. I created the AI chopper pick up function. When the arriving chopper can be heard, if player uses smoke it may land much closer. While in cargo you can click new positions for it on map, until it starts to land. After getting out, the chopper circles sometime around your team, giving close support. Since there is so much smallfire going the chopper and crew is currently immortal and also player team is when in the chopper. I will add exceptions for that later - if the chopper goes too close of bigger enemy camps with AA-launcher then all get mortal again. I may also add other detections e.g. the chopper wouldnt land if there is hostile armor nearby. Let me know if you find any issues. For me, once the map clicking command didnt work until I restarted the mission. Edit: I will improve the landing site searching part for next version. Currently the chopper may try to land in very narrow spaces. Currently using selectBestPlace when findEmptyPosition would be the right one. Edited January 31, 2013 by SaOk Share this post Link to post Share on other sites
SaOk 112 Posted January 31, 2013 I reuploaded version 0.82 of Whole Lotta War. The landing site search is improved and nothing is no more immortal if chopper flies too near of marked enemy areas (less than 900m away). The penalty continues until player group have left the chopper. The same old link. Share this post Link to post Share on other sites
Outlawz7 1 Posted January 31, 2013 (edited) I downloaded Zub 2.5 with ACR from Armaholic and it gives me an error that there's no campaign description and it doesn't show up under Campaigns. Edited January 31, 2013 by Outlawz7 Share this post Link to post Share on other sites
SaOk 112 Posted January 31, 2013 You need to put the pbo-file into Missions-folder in ArmA2 folder. Its a single-mission, even its a long one. :) Share this post Link to post Share on other sites
Variable 322 Posted January 31, 2013 I downloaded Zub 2.5 with ACR from Armaholic and it gives me an error that there's no campaign description and it doesn't show up under Campaigns. Outlawz7, Zub is a mission, not a campaign. Share this post Link to post Share on other sites
Outlawz7 1 Posted January 31, 2013 Oh apologies, I somehow thought it was a campaign. :P Share this post Link to post Share on other sites
SaOk 112 Posted January 31, 2013 Nope, the mission is also included in my campaign "Chasing Grim Reaper". I will update the Zub again during spring. While working on this Whole Lotta War, I have been spotting much small issues to improve in Zub too. ---------- Post added at 00:31 ---------- Previous post was at 23:43 ---------- Re-uploaded the version 0.82 of WLW. I had accidentally moved one enemy marker to insertion point. Share this post Link to post Share on other sites
Tonci87 163 Posted February 1, 2013 Nope, the mission is also included in my campaign "Chasing Grim Reaper". I will update the Zub again during spring. While working on this Whole Lotta War, I have been spotting much small issues to improve in Zub too.---------- Post added at 00:31 ---------- Previous post was at 23:43 ---------- Re-uploaded the version 0.82 of WLW. I had accidentally moved one enemy marker to insertion point. Also with a non ACR Version? I would really like to play it but I don´t want to install ACR lite. Share this post Link to post Share on other sites
SaOk 112 Posted February 1, 2013 Whole Lotta War works without ACR lite too, the normal Zub dosent, but there is two conversion available in first post with ACR replaced with some mods. Share this post Link to post Share on other sites
Tonci87 163 Posted February 1, 2013 Whole Lotta War works without ACR lite too, the normal Zub dosent, but there is two conversion available in first post with ACR replaced with some mods. Well as far as I can see version 2.5 comes only with ACR, or with RACS, both things I do not really want to install :o Share this post Link to post Share on other sites
SaOk 112 Posted February 1, 2013 I may make it optinal in next Zub version, but it could still take time. Share this post Link to post Share on other sites
SaOk 112 Posted February 1, 2013 (edited) New version 0.83 of Whole Lotta War is here. There is now intro cinema. Link in the first post. Edit: Re-uploaded it now with more script performance tweaks, some small bug fixes and now more different objects are spawned in villages. Unpacked version for editor is also updated. The same links. Edited February 3, 2013 by SaOk Share this post Link to post Share on other sites
SaOk 112 Posted February 3, 2013 (edited) Edit: Possible false post. Edited February 3, 2013 by SaOk Share this post Link to post Share on other sites
SaOk 112 Posted February 3, 2013 (edited) New version 0.83 of Whole Lotta War is re-uploaded with very important fix. Sometimes massive amount of vehicles were spawned. That could have caused even a suddent slowdown. Still not sure why it happened so rarely, why the bug didnt come once when I played without Blastcore and why I spotted it in early mission only with newer betas. Doing more testing but at least the possible massive bug is fixed. The same links in first post. Edited February 3, 2013 by SaOk Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted February 3, 2013 why the bug didnt come once when I played without Blastcore and why I spotted it in early mission only with newer betas. This explains my massive vehicle spawn save reload I was talking about earlier. Heh. Glad you got it fixed. Share this post Link to post Share on other sites