ck-claw 1 Posted July 7, 2013 I have been out of the loop in arma for a couple months. Has there been a new version released? Not here as far as i'm aware? But if you hop into MP there are various edited versions. Share this post Link to post Share on other sites
lyndonguitar 10 Posted July 8, 2013 Is there an SP version of it? can anyone recommend me a warfare style of gameplay but SP?(full of AIs) Share this post Link to post Share on other sites
L3TUC3 32 Posted July 8, 2013 You can run it by yourself, but there isn't an AI opfor commander afaik. You can start the mission and buy units to go and take towns. Share this post Link to post Share on other sites
teetime 10 Posted July 8, 2013 I have been out of the loop in arma for a couple months. Has there been a new version released? The 0.637 has been released and should be able to run with the beta, but there are no real changes during my RL work. Share this post Link to post Share on other sites
spanishsurfer 58 Posted July 8, 2013 Hey TeeTime I've been playing your version of warfare on Arma III, good job man! Quick suggestion, could you make the menu system (weapons, gear, etc) a command that comes up when you move your mousewheel rather then using the "U" key? It's messing up my key bindings and I'd much rather see it on the menu, thanks! Share this post Link to post Share on other sites
mariodu62 5 Posted July 9, 2013 Maybe better to use custom config than "U". Share this post Link to post Share on other sites
bloodxgusher 10 Posted July 9, 2013 The 0.637 has been released and should be able to run with the beta, but there are no real changes during my RL work. So is that your version with the new menu layout? Im tempted to use that but I have been working on the original versions for a while using VAS and BTC revive with a tweaked perma base for both factions. Since the beta, when I load the mission, I get multiple errors and AI does not work. I will try and host to see if I get the same. Share this post Link to post Share on other sites
Blue1 10 Posted July 10, 2013 i didn't try out v0.637 yet - but i haven't seen another TTWF version/edit/server (except my ones) so far, with GUI Menus for Weapon/Equipment/Ammo-Shop (E-Key in Mainbases) and Groupmanagement (U-Key) for invites/kicks etc... I will make a complete "makeover" of everything if the next, bigger update from Teetime/Ctuluh and BierAig has been released. Maybe (or hopefully) the HC will work then anyhow. Share this post Link to post Share on other sites
spanishsurfer 58 Posted July 10, 2013 i didn't try out v0.637 yet - but i haven't seen another TTWF version/edit/server (except my ones) so far, with GUI Menus for Weapon/Equipment/Ammo-Shop (E-Key in Mainbases) and Groupmanagement (U-Key) for invites/kicks etc...I will make a complete "makeover" of everything if the next, bigger update from Teetime/Ctuluh and BierAig has been released. Maybe (or hopefully) the HC will work then anyhow. Rather then using keys to activate menus could you guys implement them in a way so they can be brought up via mousewheel menu system? Much like Benny made his come up...Everytime there are custom keys for missions they mess up my key bindings, I have it all customized. There are many other players with the same complaints, thanks! Share this post Link to post Share on other sites
Blue1 10 Posted July 10, 2013 hmmm,... i will see what i can do about your suggestion (after next betapatches and mapupdates by Teetime&co, and so on,...as mentioned before). I am also thinking of trying out another shop- and groupsystem. Share this post Link to post Share on other sites
Llano 11 Posted July 13, 2013 Everytime i join a TreeTimes server, i spawn on a little island. Anyone has the same problem? Share this post Link to post Share on other sites
TSAndrey 1 Posted July 15, 2013 I like this mission, but it lacks "battle flow" and map awareness. You don't really know where battle hotstops are, where to go, where friendlies are and etc. Share this post Link to post Share on other sites
spanishsurfer 58 Posted July 17, 2013 I like this mission, but it lacks "battle flow" and map awareness. You don't really know where battle hotstops are, where to go, where friendlies are and etc. Agreed that a "Agia Marina is under attack!" message/sound should come up when a town is being attacked by the opposing team should come up. Share this post Link to post Share on other sites
i wub pugs 15 Posted July 25, 2013 Gonna get this updated with the APCs? Also could I ask for mortars to be added? Please. Share this post Link to post Share on other sites
super-truite 54 Posted July 25, 2013 Gonna get this updated with the APCs?Also could I ask for mortars to be added? Please. To add mortars, APC's and the new tracked vehicles, modify the content of variablen.sqf to this: /* Script written by TeeTime and garisat dont remove this comment */ //Ideen // ServicePoint Building : Military Cargo House V1 (Cargo_House_V1_F) // Baracks : Military Cargo HQ V1 (Cargo_HQ_V1_F) // ComandPost : Military Cargo OP V1 (Cargo_Patrol_V1_F)!?! nicht sicher //*********************************************************************** //Basic //*********************************************************************** AddActionCode = "test.sqf"; if(isNil "HQ_placed") then {HQ_placed = false;}; TW_HQ_Placed_Client = false; if(isNil "TW_ServerStarted") then {TW_ServerStarted = false;}; TW_Mission_End = false; TW_TK_Counter = 0; TW_Player_Killed = ""; TW_Player_Kick = ""; TW_AI_Killed = ""; TW_westplayer_array = [wp_1,wp_2,wp_3,wp_4,wp_5,wp_6,wp_7,wp_8,wp_9,wp_10,wp_11,wp_12,wp_13,wp_14]; //Not used TW_eastplayer_array = [ep_1,ep_2,ep_3,ep_4,ep_5,ep_6,ep_7,ep_8,ep_9,ep_10,ep_11,ep_12,ep_13,ep_14]; //Not used TW_Vehicle_Client = []; //List with player vehicle //*********************************************************************** //Server //*********************************************************************** if(isServer) then { TW_Server_Restart = false; TW_Server_HQPos = []; }; //*********************************************************************** //Save System //*********************************************************************** Tee_Save_GearArray = []; //*********************************************************************** //Vote System //*********************************************************************** TW_Voting = false; //Status only 1 vote can be active TW_Vote_Time = 45; //Time to vote in seconds TW_Vote_Start = []; //["side","kind","Name"] TW_Vote_Votes = [0,0]; //[Yes,No] TW_Vote_Actions = []; //All Actions linked to a vote TW_Vote_Result = false; //Result of the last Vote init by teh player the cariable is local to //*********************************************************************** //Money System //*********************************************************************** Tee_Money_Min = 50 * TW_Income; //Income per Minute Tee_Money_Town = 75 * TW_Income; //Income per Town Tee_Money_TownScout = 200 * TW_Income; //Bonus for scouting a town as first Tee_Money_TownCap = 500 * TW_Income; //Bonus for taking a town Tee_Konto = 1000 * TW_Income; //Startmoney Tee_Money_Kill_Bonus = 150 * TW_Income; //Money for Playerkill Tee_Money_AI_Kill_Bonus = 100 * TW_Income; //Money for AI Kill Tee_Money_TK_Punish = 1000 * TW_Income; //TK Punishment //************************************ //Base //************************************ TW_Base_TownProtection = 300; //Distance in m in which you are not allowed to build a hq TW_West_BaseMarker = "west_base"; TW_West_ShopMarker_V = "west_m_veh"; //Vehicle TW_West_ShopMarker_G = "west_m_wp"; TW_West_ShopMarker_AI = "west_m_ai"; TW_East_BaseMarker = "east_base"; TW_East_ShopMarker_V = "east_m_veh"; //Vehicle TW_East_ShopMarker_G = "east_m_wp"; //Weapon TW_East_ShopMarker_AI = "east_m_ai"; //AI TW_West_Respawn = "tw_west_respawn"; TW_East_Respawn = "tw_east_respawn"; TW_BasePos_Array = [ ["basepos", "basepos_1"], ["basepos_2", "basepos_3"], ["basepos_4", "basepos_5"], ["basepos_6", "basepos_7"], ["basepos_8", "basepos_9"], ["basepos_10", "basepos_11"], ["basepos_12", "basepos_13"] ]; //****************************************** //Towns //****************************************** TW_TownArray = [ // Object Marker Name [base, "town", "Stratis Airbase" ], [base_1, "town_1", "Agia Marina Harbour" ], [base_2, "town_2", "Agia Marina Military Camp" ], [base_3, "town_3", "Agia Marina Fuel Station" ], [base_4, "town_4", "Transmitter Tower West" ], [base_5, "town_5", "Camp Rogain" ], [base_6, "town_6", "Kill Farm" ], [base_7, "town_7", "Transmitter Tower East" ], [base_8, "town_8", "Old Outpost" ], [base_9, "town_9", "Kamino Firing Range" ], [base_10, "town_10", "Air Station Mike-26" ], [base_11, "town_11", "Camp Tempest" ], [base_12, "town_12", "Camp Maxwell" ], [base_13, "town_13", "Tsqukalia" ], [base_14, "town_14", "Girna" ], [base_15, "town_15", "Agios Ioannis" ], [base_16, "town_16", "Agios Cephas" ], [base_17, "town_17", "Jay Cove" ], [base_18, "town_18", "The Spartan" ] ]; TW_Town_CapDis = 35; //Distance for taking a town TW_Town_DecDis = 150; //Distance for decteting who is owning the town TW_Town_Taken = []; TW_Town_Taken_Server = []; TW_Town_StreetArray = [ // Object Roads to [base, [base_3,base_4] ], [base_1, [base_2,base_3,base_5,base_6] ], [base_2, [base_1,base_3,base_4,base_5,base_8] ], [base_3, [base,base_1,base_2] ], [base_4, [base,base_2,base_8] ], [base_5, [base_1,base_6,base_7,base_9] ], [base_6, [base_1,base_5] ], [base_7, [base_5,base_8,base_9,base_10] ], [base_8, [base_2,base_4,base_7,base_10] ], [base_9, [base_5,base_7] ], [base_10, [base_7,base_8,base_11,base_12,base_13] ], [base_11, [base_10,base_12] ], [base_12, [base_10,base_13,base_14,base_15] ], [base_13, [base_10,base_12,base_15] ], [base_14, [base_12,base_15] ], [base_15, [base_12,base_13,base_14,base_16] ], [base_16, [base_15,base_17,base_18] ], [base_17, [base_16,base_18] ], [base_18, [base_16,base_17] ] ]; //*********************************************************************** //Support and Suppy //*********************************************************************** TW_Repair_Cost = 350; TW_Repair_Time = 30; TW_Sup_Fuel_Cost = 200; TW_Sup_Fuel_Time = 5; //Time to fill up 10% of the tank TW_Sup_Reammo_Cost = 600; TW_Sup_Reammo_Time = 60; //*********************************************** //Shop List Basic //*********************************************** TW_Vehicle_Shop_West = [ //Boxes 50,51,52,53,54,56, //Bikes 101, //Boats //backpack 80, //Cars 301, 302, 303, 304, //Static 351, //Trucks 503, //Tanks 501,505, //Air 601,602,605,606 ]; TW_Vehicle_Shop_East = [ //Boxes 60,61,62,63,64,66, //Bikes 101, //Boats //backpack 80, //Cars 305, 306, 307, 304, //Static 350, //Trucks 504, //Tanks 502,506, //Air 603,604,607,608 ]; TW_Vehicle_Shop_Town = [ //Box //Bikes 101, //Boats //Cars 304, //Trucks 503,504 //Tanks //Air ]; TW_Weapon_Shop_West = [ //Boxes //Equipment 2001, //2002, //2003, 2005, //Pistol 2101, 2102, 2100.1, //Rifle 2201,2202,2203,2204,2205,2206, 2200.1,2200.2,2200.3,2200.4,2200.5,2200.6,2200.7,2200.8,2200.9, //Sniper 2301,2302, 2300.1, //MG 2401,2402,2403, 2400.3,2400.4,2400.5,2400.6, //Rocket 2501,2502,2503, 2500.1,2500.2,2500.3,2500.4,2500.6,2500.7,2500.8, //Explsoiv 2601,2602,2603 //East Weapons ]; TW_Weapon_Shop_East = [ //Boxes //Equipment 2001, //2002, //2003, 2005, //Pistol 2101, 2103, 2100.1, //Rifle 2207,2208,2209,2210,2211,2212, 2200.1,2200.2,2200.3,2200.4,2200.5,2200.6,2200.7,2200.11,2200.12, //Sniper 2303, 2304, 2300.2, //MG 2404, 2400.1,2400.2, //Rocket 2504,2505,2506, 2500.1,2500.2,2500.3,2500.5,2500.6,2500.7,2500.8, //Explsoiv 2601,2602,2603 ]; TW_AI_Shop_West = [ 7001, 7002, 7003, 7004, 7005, 7006, 7007, 7008, 7009 ]; TW_AI_Shop_East = [ 6001, 6002, 6003, 6004, 6005, 6006, 6007, 6008, 6009 ]; //*********************************************** //Shop List Addons //*********************************************** if(TW_Addons_Active) then { TW_Vehicle_Shop_West = TW_Vehicle_Shop_West + [ //Here you can add Addon Stuff ]; TW_Vehicle_Shop_East = TW_Vehicle_Shop_East + [ //Here you can add Addon Stuff ]; TW_Vehicle_Shop_Town = TW_Vehicle_Shop_Town + [ //Here you can add Addon Stuff ]; TW_Weapon_Shop_West = TW_Weapon_Shop_West + [ //Here you can add Addon Stuff ]; TW_Weapon_Shop_East = TW_Weapon_Shop_East + [ //Here you can add Addon Stuff ]; TW_AI_Shop_West = TW_AI_Shop_West + [ //Here you can add Addon Stuff ]; TW_AI_Shop_East = TW_AI_Shop_East + [ //Here you can add Addon Stuff ]; }; //*********************************************** //Vehicle Weapons AI Item Arrays //*********************************************** //Vehicle Array ID: 0 - 999 Tee_Veh_Array = [ // ID Name Class Price Needed Towns "Typ" //Weapon Boxes [50, "Nato Ammo Basic", "Box_NATO_Ammo_F", 150 * vehicle_price, 0, "Box"], [51, "Nato Weapon Basic", "Box_NATO_Wps_F", 400 * vehicle_price, 0, "Box"], [52, "Nato Grenades", "Box_NATO_Grenades_F", 200 * vehicle_price, 0, "Box"], [53, "Nato Ordnance", "Box_NATO_AmmoOrd_F", 150 * vehicle_price, 0, "Box"], [54, "Nato Specialweapons", "Box_NATO_WpsSpecial_F", 800 * vehicle_price, 0, "Box"], [55, "Nato Supply Crate", "B_supplyCrate_F", 250 * vehicle_price, 0, "Box"], [56, "Nato Support", "Box_NATO_Support_F", 150 * vehicle_price, 0, "Box"], [60, "East Ammo Basic", "Box_East_Ammo_F", 150 * vehicle_price, 0, "Box"], [61, "East Weapon Basic", "Box_East_Wps_F", 400 * vehicle_price, 0, "Box"], [62, "East Grenades", "Box_East_Grenades_F", 200 * vehicle_price, 0, "Box"], [63, "East Ordnance", "Box_East_AmmoOrd_F", 150 * vehicle_price, 0, "Box"], [64, "East Specialweapons", "Box_East_WpsSpecial_F", 800 * vehicle_price, 0, "Box"], //[65, "East Supply Crate", "B_supplyCrate_F", 150 * vehicle_price, 0, "Box"], [66, "East Support", "Box_East_Support_F", 150 * vehicle_price, 0, "Box"], //Bike [101, "Quad", "B_Quadbike_01_F", 200 * vehicle_price, 0, "Bike"], //Backpack [80, "Backpack Carryall", "B_Carryall_ocamo", 450 * weapon_price, 0, "Backpacks" ], //Boat //[201, "Quad", "B_Quadbike_01_F", 250 * vehicle_price, 0, "Boat"], //Car [301, "Hunter", "B_MRAP_01_F", 1000 * vehicle_price, 0, "Car"], [302, "Hunter GMG", "B_MRAP_01_gmg_F", 15000 * vehicle_price, 0, "Car"], [303, "Hunter HMG", "B_MRAP_01_hmg_F", 8000 * vehicle_price, 0, "Car"], [304, "Pick Up (Blue)", "C_Offroad_01_F", 500 * vehicle_price, 0, "Car"], [305, "Ifrit", "O_MRAP_02_F", 1000 * vehicle_price, 0, "Car"], [306, "Ifrit GMG", "O_MRAP_02_gmg_F", 15000 * vehicle_price, 0, "Car"], [307, "Ifrit MG", "O_MRAP_02_hmg_F", 5000 * vehicle_price, 0, "Car"], //Static [351, "mortar", "B_Mortar_01_F", 10000 * vehicle_price, 0, "Car" ], [350, "mortar", "O_Mortar_01_F", 10000 * vehicle_price, 0, "Car" ], //Truck //[401, "Hunter", "B_MRAP_01_F", 1000 * vehicle_price, 0, "Truck"], //Tank [501, "AMV-7 Marshall", "B_APC_Wheeled_01_cannon_F",25000 * vehicle_price, 0, "Tank"], [502, "MSE-3 Marid", "O_APC_Wheeled_02_rcws_F", 22000 * vehicle_price, 0, "Tank"], [503, "HEMTT", "B_Truck_01_transport_F", 3000 * vehicle_price, 0, "Car"], [504, "Zamak", "O_Truck_02_covered_F", 3000 * vehicle_price, 0, "Car"], [505, "IFV-6c Panther", "B_APC_Tracked_01_rcws_F", 20000 * vehicle_price, 0, "Tank"], [506, "BTR-K Kamysh", "O_APC_Tracked_02_cannon_F", 30000 * vehicle_price, 0, "Tank"], //Air [601, "AH-9 Pawnee", "B_Heli_Light_01_armed_F", 37500 * airvehicle_price, 0, "Air"], [602, "MH-9 Humminbird", "B_Heli_Light_01_F", 8000 * airvehicle_price, 0, "Air"], [603, "PO-30 Orca", "O_Heli_Light_02_unarmed_F",12500 * airvehicle_price, 0, "Air"], [604, "PO-30 Orca Armed", "O_Heli_Light_02_F", 37500 * airvehicle_price, 0, "Air"], [605, "AH-99 Blackfoot", "B_Heli_Attack_01_F", 55000 * airvehicle_price, 0, "Air"], [606, "UH-80 Ghosthawk", "B_Heli_Transport_01_F", 20000 * airvehicle_price, 0, "Air"], [607, "Mi-48 Kajman", "O_Heli_Attack_02_F", 60000 * airvehicle_price, 0, "Air"], [608, "Mi-48 Kajman (black)", "O_Heli_Attack_02_black_F", 60000 * airvehicle_price, 0, "Air"] ]; //Addon Vehicles ID: 1000 - 1999 if(TW_Addons_Active) then { Tee_Veh_Array = Tee_Veh_Array + [ // ID Name Class Price Needed Towns Typ //Bike //[1101, "Quad", "B_Quadbike_01_F", 250 * vehicle_price, 0, "Bike"], //Boat //[1201, "Quad", "B_Quadbike_01_F", 250 * vehicle_price, 0, "Boat"], //Car //[1301, "Hunter", "B_MRAP_01_F", 1000 * vehicle_price, 0, "Car"], //Truck //[1401, "Hunter", "B_MRAP_01_F", 1000 * vehicle_price, 0, "Truck"], //Tank //[1501, "Hunter", "B_MRAP_01_F", 1000 * vehicle_price, 0, "Tank"], //Air //[1601, "AH 9", "B_Heli_Light_01_armed_F", 15000 * airvehicle_price, 0, "air"], //End [1999, "EndDummy", "B_Heli_Light_01_armed_F", 0 * airvehicle_price, 999, "Dummy"] ]; }; //Weapon and Mag Array ID: 2000 - 3999 Tee_Weapon_Array = [ // ID Name Class Price Needed Towns Kind //Equipment [2001, "GPS", "ItemGPS", 350 * weapon_price, 0, "item" ], [2002, "Medikit", "Medikit", 50 * weapon_price, 0, "item" ], [2003, "Medikit 2", "MedikitItem", 450 * weapon_price, 0, "item" ], [2004, "Smoke Shell", "SmokeShell", 50 * weapon_price, 0, "mag" ], [2005, "MineDetector", "MineDetector", 500 * weapon_price, 0, "item" ], //Pistol [2101, "ACP-C2", "hgun_ACPC2_F", 800 * weapon_price, 0, "wep" ], //----West [2102, "P07", "hgun_P07_F", 800 * weapon_price, 0, "wep" ], //----East [2103, "Rook40", "hgun_Rook40_F", 800 * weapon_price, 0, "wep" ], //---Magazines [2100.1, "16Rnd 9mm", "16Rnd_9x21_Mag", 15 * weapon_price, 0, "mag" ], //Rifle //----West [2201, "AR MX", "arifle_MX_F", 1000 * weapon_price, 0, "wep" ], [2202, "AR MX ACO", "arifle_MX_ACO_F", 1250 * weapon_price, 0, "wep" ], [2203, "AR MX RCO", "arifle_MX_Hamr_pointer_F", 1400 * weapon_price, 0, "wep" ], [2204, "AR MX GL", "arifle_MX_GL_F", 1500 * weapon_price, 0, "wep" ], [2205, "AR MX ACO GL", "arifle_MX_GL_ACO_F", 1750 * weapon_price, 0, "wep" ], [2206, "AR MX RCO GL", "arifle_MX_GL_Hamr_pointer_F", 1900 * weapon_price, 0, "wep" ], //----East [2207, "AR Katiba", "arifle_Katiba_F", 1000 * weapon_price, 0, "wep" ], [2208, "AR Katiba ACO", "arifle_Katiba_ACO_F", 1250 * weapon_price, 0, "wep" ], [2209, "AR Katiba ARCO", "arifle_Katiba_ARCO_F", 1400 * weapon_price, 0, "wep" ], [2210, "AR Katiba GL", "arifle_Katiba_GL_F", 1500 * weapon_price, 0, "wep" ], [2211, "AR Katiba ACO GL", "arifle_Katiba_GL_ACO_F", 1750 * weapon_price, 0, "wep" ], [2212, "AR Katiba ARCO GL", "arifle_Katiba_GL_ARCO_pointer_F", 1900 * weapon_price, 0, "wep" ], //----Magazines [2200.1, "40mm HE", "1Rnd_HE_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.2, "40mm Smoke(Blue)", "1Rnd_SmokeBlue_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.3, "40mm Smoke(Green)", "1Rnd_SmokeGreen_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.4, "40mm Smoke(Orange)", "1Rnd_SmokeOrange_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.5, "40mm Smoke(Purple)", "1Rnd_SmokePurple_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.6, "40mm Smoke(Red)", "1Rnd_SmokeRed_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.7, "40mm Smoke(Yellow)", "1Rnd_SmokeYellow_Grenade_shell", 100 * weapon_price, 0, "mag" ], //---Magazines West [2200.8, "30Rnd 6.5mm", "30Rnd_65x39_caseless_mag", 25 * weapon_price, 0, "mag" ], [2200.9, "30Rnd 6.5mm Caseless Tracer","30Rnd_65x39_caseless_mag_Tracer",25 * weapon_price, 0, "mag" ], //---Magazines East [2200.11, "30Rnd 6.5mm", "30Rnd_65x39_caseless_mag", 25 * weapon_price, 0, "mag" ], [2200.12, "30Rnd 6.5mm Caseless Tracer","30Rnd_65x39_caseless_mag_Tracer", 25 * weapon_price, 0, "mag" ], //Sniper //West [2301, "M320 LRR", "srifle_LRR_SOS_F", 5000 * weapon_price, 0, "wep" ], [2302, "MXM SOS", "arifle_MXM_SOS_pointer_F", 1250 * weapon_price, 0, "wep" ], //East [2303, "GM6 Lynx", "srifle_GM6_SOS_F", 5000 * weapon_price, 0, "wep" ], [2304, "EBR MRCO", "srifle_EBR_MRCO_pointer_F", 1500 * weapon_price, 0, "wep" ], //--Mags West [2300.1, "7Rnd 12.7mm ", "7Rnd_408_Mag", 150 * weapon_price, 0, "mag" ], //--Mags East [2300.2, "5Rnd 12.7mm", "5Rnd_127x108_Mag", 150 * weapon_price, 0, "mag" ], //MG //West [2401, "MX SW", "arifle_MX_SW_F", 1200 * weapon_price, 0, "wep" ], [2402, "MX SW RCO", "arifle_MX_SW_Hamr_pointer_F", 1600 * weapon_price, 0, "wep" ], [2403, "Mk200 LMG", "LMG_Mk200_F", 1600 * weapon_price, 0, "wep" ], //East [2404, "Zafir LMG", "LMG_Zafir_F", 1600 * weapon_price, 0, "wep" ], //Magazines [2400.1, "150Rnd Box 7.62mm", "150Rnd_762x51_Box", 100 * weapon_price, 0, "mag" ], [2400.2, "150Rnd Box 7.62mm Tracer", "150Rnd_762x51_Box_Tracer", 100 * weapon_price, 0, "mag" ], [2400.3, "200Rnd Box 6.5mm", "200Rnd_65x39_cased_Box", 100 * weapon_price, 0, "mag" ], [2400.4, "200Rnd Box 6.5mm Tracer", "200Rnd_65x39_cased_Box_Tracer",100 * weapon_price, 0, "mag" ], [2400.5, "100Rnd 6.5mm (MX SW)", "100Rnd_65x39_caseless_mag", 100 * weapon_price, 0, "mag" ], [2400.6, "100Rnd 6.5mm (MX SW)", "100Rnd_65x39_caseless_mag_Tracer", 100 * weapon_price, 0, "mag" ], //Rockets //West [2501, "Titan MPRL", "launch_B_Titan_short_F", 3500 * weapon_price, 0, "wep" ], [2502, "Titan MPRL AA", "launch_B_Titan_F", 3000 * weapon_price, 0, "wep" ], [2503, "PCML", "launch_NLAW_F", 1500 * weapon_price, 0, "wep" ], //East [2504, "Titan MPRL", "launch_O_Titan_short_F", 3500 * weapon_price, 0, "wep" ], [2505, "Titan MPRL AA", "launch_O_Titan_F", 3000 * weapon_price, 0, "wep" ], [2506, "RPG32", "launch_RPG32_F", 1500 * weapon_price, 0, "wep" ], //Magazines [2500.1, "Titan AA", "Titan_AA", 500 * weapon_price, 0, "mag" ], [2500.2, "Titan AT", "Titan_AT", 450 * weapon_price, 0, "mag" ], [2500.3, "Titan AP", "Titan_AP", 400 * weapon_price, 0, "mag" ], //---West [2500.4, "PCML", "NLAW_F", 200 * weapon_price, 0, "mag" ], //---East [2500.5, "RPG32 AT", "RPG32_F", 200 * weapon_price, 0, "mag" ], [2500.6, "Mortar HE", "8Rnd_82mm_Mo_shells", 1000 * weapon_price, 0, "mag" ], [2500.7, "Mortar Flare", "8Rnd_82mm_Mo_Flare_white", 100 * weapon_price, 0, "mag" ], [2500.8, "Mortar Smoke", " 8Rnd_82mm_Mo_Smoke_white", 100 * weapon_price, 0, "mag" ], //Explosivs [2601, "AT Mine", "ATMine_Range_Mag", 250 * weapon_price, 0, "mag" ], [2603, "HandGrenade", "HandGrenade", 75 * weapon_price, 0, "mag" ], [2602, "Claymore Mine", "ClaymoreDirectionalMine_Remote_Mag", 200 * weapon_price, 0, "mag" ], //End [3999, "HandGrenade", "HandGrenade", 125 * weapon_price, 999, "mag" ] ]; //Addon Weapon and Mag Array ID: 4000 - 5999 if(TW_Addons_Active) then { Tee_Weapon_Array = Tee_Weapon_Array + [ // ID Name Class Price Needed Towns Kind //Equipment //[4001, "GPS", "ItemGPS", 50 * weapon_price, 0, "wep" ], //Pistol //Rifle //Sniper //[4301, "Khaybar ACO F", "arifle_Katiba_C_ACO_pointer_F", 1250 * weapon_price, 0, "wep" ], //MG //Rocket //Explosivs //[4601, "NLAW F", "launch_NLAW_F", 2000 * weapon_price, 0, "wep" ], //End [5999, "HandGrenade", "HandGrenade", 125 * weapon_price, 0, "mag" ] ]; }; //AI Array Tee_AI_Array = [ // ID Name Class Price Needed Towns Side //East [6001, "Rifleman", "O_Soldier_F", 150 * ai_price, 0, "east" ], [6002, "Medic", "O_medic_F", 750 * ai_price, 0, "east" ], [6003, "Rifleman AT", "O_Soldier_LAT_F", 500 * ai_price, 0, "east" ], [6004, "Marksman", "O_soldier_M_F", 550 * ai_price, 0, "east" ], [6005, "Automatic Rifleman", "O_Soldier_AR_F", 300 * ai_price, 0, "east" ], [6006, "Grenadier", "O_Soldier_GL_F", 350 * ai_price, 0, "east" ], [6007, "Repair Specialist", "O_soldier_repair_F", 1000 * ai_price, 0, "east" ], [6008, "Explosiv Specialist", "O_soldier_exp_F", 600 * ai_price, 0, "east" ], [6009, "Rifleman", "O_Soldier_lite_F", 150 * ai_price, 0, "east" ], //West [7001, "Rifleman", "B_Soldier_F", 150 * ai_price, 0, "west" ], [7002, "Automatic Rifleman", "B_soldier_AR_F", 500 * ai_price, 0, "west" ], [7003, "Medic", "B_medic_F", 750 * ai_price, 0, "west" ], [7004, "Rifleman AT", "B_soldier_LAT_F", 550 * ai_price, 0, "west" ], [7005, "Repair Specialist", "B_soldier_repair_F", 1000 * ai_price, 0, "west" ], [7006, "Grenadier", "B_Soldier_GL_F", 350 * ai_price, 0, "west" ], [7007, "Marksman", "B_soldier_M_F", 550 * ai_price, 0, "west" ], [7008, "Explosiv Specialist", "B_soldier_exp_F", 600 * ai_price, 0, "west" ], [7009, "Rifleman Light", "B_Soldier_lite_F", 150 * ai_price, 0, "west" ], //Resistance //Civilian [9001, "Team Leader", "I_Soldier_TL_F", 150 * ai_price, 0, "civ" ], [9002, "Automatic Rifleman", "I_Soldier_AR_F", 150 * ai_price, 0, "civ" ], [9003, "AA Specialist", "I_Soldier_AA_F", 150 * ai_price, 0, "civ" ], [9004, "Rifleman", "I_soldier_F", 150 * ai_price, 0, "civ" ], [9005, "Rifleman AT", "I_Soldier_LAT_F", 150 * ai_price, 0, "civ" ], [9006, "AT Specialist", "I_Soldier_AT_F", 150 * ai_price, 0, "civ" ], [9007, "Medic", "I_medic_F", 150 * ai_price, 0, "civ" ], [9008, "Squad Leader", "I_Soldier_SL_F", 150 * ai_price, 0, "civ" ], //End [9999, "Rifleman (west)", "B_soldier_LAT_F", 250 * ai_price, 999, "west" ] ]; //Addon Weapon and Mag Array ID: 10000 - ? if(TW_Addons_Active) then { Tee_AI_Array = Tee_AI_Array + [ // ID Name Class Price Needed Towns Kind //End [11999, "Rifleman (west)", "B_soldier_LAT_F", 250 * ai_price, 999, "west" ] ]; }; //Variablen CT TW_VotePlayerRequested = false; (you need to unpbo the mission folder to do so) Share this post Link to post Share on other sites
i wub pugs 15 Posted July 25, 2013 To add mortars, APC's and the new tracked vehicles, modify the content of variablen.sqf to this: /* Script written by TeeTime and garisat dont remove this comment */ //Ideen // ServicePoint Building : Military Cargo House V1 (Cargo_House_V1_F) // Baracks : Military Cargo HQ V1 (Cargo_HQ_V1_F) // ComandPost : Military Cargo OP V1 (Cargo_Patrol_V1_F)!?! nicht sicher //*********************************************************************** //Basic //*********************************************************************** AddActionCode = "test.sqf"; if(isNil "HQ_placed") then {HQ_placed = false;}; TW_HQ_Placed_Client = false; if(isNil "TW_ServerStarted") then {TW_ServerStarted = false;}; TW_Mission_End = false; TW_TK_Counter = 0; TW_Player_Killed = ""; TW_Player_Kick = ""; TW_AI_Killed = ""; TW_westplayer_array = [wp_1,wp_2,wp_3,wp_4,wp_5,wp_6,wp_7,wp_8,wp_9,wp_10,wp_11,wp_12,wp_13,wp_14]; //Not used TW_eastplayer_array = [ep_1,ep_2,ep_3,ep_4,ep_5,ep_6,ep_7,ep_8,ep_9,ep_10,ep_11,ep_12,ep_13,ep_14]; //Not used TW_Vehicle_Client = []; //List with player vehicle //*********************************************************************** //Server //*********************************************************************** if(isServer) then { TW_Server_Restart = false; TW_Server_HQPos = []; }; //*********************************************************************** //Save System //*********************************************************************** Tee_Save_GearArray = []; //*********************************************************************** //Vote System //*********************************************************************** TW_Voting = false; //Status only 1 vote can be active TW_Vote_Time = 45; //Time to vote in seconds TW_Vote_Start = []; //["side","kind","Name"] TW_Vote_Votes = [0,0]; //[Yes,No] TW_Vote_Actions = []; //All Actions linked to a vote TW_Vote_Result = false; //Result of the last Vote init by teh player the cariable is local to //*********************************************************************** //Money System //*********************************************************************** Tee_Money_Min = 50 * TW_Income; //Income per Minute Tee_Money_Town = 75 * TW_Income; //Income per Town Tee_Money_TownScout = 200 * TW_Income; //Bonus for scouting a town as first Tee_Money_TownCap = 500 * TW_Income; //Bonus for taking a town Tee_Konto = 1000 * TW_Income; //Startmoney Tee_Money_Kill_Bonus = 150 * TW_Income; //Money for Playerkill Tee_Money_AI_Kill_Bonus = 100 * TW_Income; //Money for AI Kill Tee_Money_TK_Punish = 1000 * TW_Income; //TK Punishment //************************************ //Base //************************************ TW_Base_TownProtection = 300; //Distance in m in which you are not allowed to build a hq TW_West_BaseMarker = "west_base"; TW_West_ShopMarker_V = "west_m_veh"; //Vehicle TW_West_ShopMarker_G = "west_m_wp"; TW_West_ShopMarker_AI = "west_m_ai"; TW_East_BaseMarker = "east_base"; TW_East_ShopMarker_V = "east_m_veh"; //Vehicle TW_East_ShopMarker_G = "east_m_wp"; //Weapon TW_East_ShopMarker_AI = "east_m_ai"; //AI TW_West_Respawn = "tw_west_respawn"; TW_East_Respawn = "tw_east_respawn"; TW_BasePos_Array = [ ["basepos", "basepos_1"], ["basepos_2", "basepos_3"], ["basepos_4", "basepos_5"], ["basepos_6", "basepos_7"], ["basepos_8", "basepos_9"], ["basepos_10", "basepos_11"], ["basepos_12", "basepos_13"] ]; //****************************************** //Towns //****************************************** TW_TownArray = [ // Object Marker Name [base, "town", "Stratis Airbase" ], [base_1, "town_1", "Agia Marina Harbour" ], [base_2, "town_2", "Agia Marina Military Camp" ], [base_3, "town_3", "Agia Marina Fuel Station" ], [base_4, "town_4", "Transmitter Tower West" ], [base_5, "town_5", "Camp Rogain" ], [base_6, "town_6", "Kill Farm" ], [base_7, "town_7", "Transmitter Tower East" ], [base_8, "town_8", "Old Outpost" ], [base_9, "town_9", "Kamino Firing Range" ], [base_10, "town_10", "Air Station Mike-26" ], [base_11, "town_11", "Camp Tempest" ], [base_12, "town_12", "Camp Maxwell" ], [base_13, "town_13", "Tsqukalia" ], [base_14, "town_14", "Girna" ], [base_15, "town_15", "Agios Ioannis" ], [base_16, "town_16", "Agios Cephas" ], [base_17, "town_17", "Jay Cove" ], [base_18, "town_18", "The Spartan" ] ]; TW_Town_CapDis = 35; //Distance for taking a town TW_Town_DecDis = 150; //Distance for decteting who is owning the town TW_Town_Taken = []; TW_Town_Taken_Server = []; TW_Town_StreetArray = [ // Object Roads to [base, [base_3,base_4] ], [base_1, [base_2,base_3,base_5,base_6] ], [base_2, [base_1,base_3,base_4,base_5,base_8] ], [base_3, [base,base_1,base_2] ], [base_4, [base,base_2,base_8] ], [base_5, [base_1,base_6,base_7,base_9] ], [base_6, [base_1,base_5] ], [base_7, [base_5,base_8,base_9,base_10] ], [base_8, [base_2,base_4,base_7,base_10] ], [base_9, [base_5,base_7] ], [base_10, [base_7,base_8,base_11,base_12,base_13] ], [base_11, [base_10,base_12] ], [base_12, [base_10,base_13,base_14,base_15] ], [base_13, [base_10,base_12,base_15] ], [base_14, [base_12,base_15] ], [base_15, [base_12,base_13,base_14,base_16] ], [base_16, [base_15,base_17,base_18] ], [base_17, [base_16,base_18] ], [base_18, [base_16,base_17] ] ]; //*********************************************************************** //Support and Suppy //*********************************************************************** TW_Repair_Cost = 350; TW_Repair_Time = 30; TW_Sup_Fuel_Cost = 200; TW_Sup_Fuel_Time = 5; //Time to fill up 10% of the tank TW_Sup_Reammo_Cost = 600; TW_Sup_Reammo_Time = 60; //*********************************************** //Shop List Basic //*********************************************** TW_Vehicle_Shop_West = [ //Boxes 50,51,52,53,54,56, //Bikes 101, //Boats //backpack 80, //Cars 301, 302, 303, 304, //Static 351, //Trucks 503, //Tanks 501,505, //Air 601,602,605,606 ]; TW_Vehicle_Shop_East = [ //Boxes 60,61,62,63,64,66, //Bikes 101, //Boats //backpack 80, //Cars 305, 306, 307, 304, //Static 350, //Trucks 504, //Tanks 502,506, //Air 603,604,607,608 ]; TW_Vehicle_Shop_Town = [ //Box //Bikes 101, //Boats //Cars 304, //Trucks 503,504 //Tanks //Air ]; TW_Weapon_Shop_West = [ //Boxes //Equipment 2001, //2002, //2003, 2005, //Pistol 2101, 2102, 2100.1, //Rifle 2201,2202,2203,2204,2205,2206, 2200.1,2200.2,2200.3,2200.4,2200.5,2200.6,2200.7,2200.8,2200.9, //Sniper 2301,2302, 2300.1, //MG 2401,2402,2403, 2400.3,2400.4,2400.5,2400.6, //Rocket 2501,2502,2503, 2500.1,2500.2,2500.3,2500.4,2500.6,2500.7,2500.8, //Explsoiv 2601,2602,2603 //East Weapons ]; TW_Weapon_Shop_East = [ //Boxes //Equipment 2001, //2002, //2003, 2005, //Pistol 2101, 2103, 2100.1, //Rifle 2207,2208,2209,2210,2211,2212, 2200.1,2200.2,2200.3,2200.4,2200.5,2200.6,2200.7,2200.11,2200.12, //Sniper 2303, 2304, 2300.2, //MG 2404, 2400.1,2400.2, //Rocket 2504,2505,2506, 2500.1,2500.2,2500.3,2500.5,2500.6,2500.7,2500.8, //Explsoiv 2601,2602,2603 ]; TW_AI_Shop_West = [ 7001, 7002, 7003, 7004, 7005, 7006, 7007, 7008, 7009 ]; TW_AI_Shop_East = [ 6001, 6002, 6003, 6004, 6005, 6006, 6007, 6008, 6009 ]; //*********************************************** //Shop List Addons //*********************************************** if(TW_Addons_Active) then { TW_Vehicle_Shop_West = TW_Vehicle_Shop_West + [ //Here you can add Addon Stuff ]; TW_Vehicle_Shop_East = TW_Vehicle_Shop_East + [ //Here you can add Addon Stuff ]; TW_Vehicle_Shop_Town = TW_Vehicle_Shop_Town + [ //Here you can add Addon Stuff ]; TW_Weapon_Shop_West = TW_Weapon_Shop_West + [ //Here you can add Addon Stuff ]; TW_Weapon_Shop_East = TW_Weapon_Shop_East + [ //Here you can add Addon Stuff ]; TW_AI_Shop_West = TW_AI_Shop_West + [ //Here you can add Addon Stuff ]; TW_AI_Shop_East = TW_AI_Shop_East + [ //Here you can add Addon Stuff ]; }; //*********************************************** //Vehicle Weapons AI Item Arrays //*********************************************** //Vehicle Array ID: 0 - 999 Tee_Veh_Array = [ // ID Name Class Price Needed Towns "Typ" //Weapon Boxes [50, "Nato Ammo Basic", "Box_NATO_Ammo_F", 150 * vehicle_price, 0, "Box"], [51, "Nato Weapon Basic", "Box_NATO_Wps_F", 400 * vehicle_price, 0, "Box"], [52, "Nato Grenades", "Box_NATO_Grenades_F", 200 * vehicle_price, 0, "Box"], [53, "Nato Ordnance", "Box_NATO_AmmoOrd_F", 150 * vehicle_price, 0, "Box"], [54, "Nato Specialweapons", "Box_NATO_WpsSpecial_F", 800 * vehicle_price, 0, "Box"], [55, "Nato Supply Crate", "B_supplyCrate_F", 250 * vehicle_price, 0, "Box"], [56, "Nato Support", "Box_NATO_Support_F", 150 * vehicle_price, 0, "Box"], [60, "East Ammo Basic", "Box_East_Ammo_F", 150 * vehicle_price, 0, "Box"], [61, "East Weapon Basic", "Box_East_Wps_F", 400 * vehicle_price, 0, "Box"], [62, "East Grenades", "Box_East_Grenades_F", 200 * vehicle_price, 0, "Box"], [63, "East Ordnance", "Box_East_AmmoOrd_F", 150 * vehicle_price, 0, "Box"], [64, "East Specialweapons", "Box_East_WpsSpecial_F", 800 * vehicle_price, 0, "Box"], //[65, "East Supply Crate", "B_supplyCrate_F", 150 * vehicle_price, 0, "Box"], [66, "East Support", "Box_East_Support_F", 150 * vehicle_price, 0, "Box"], //Bike [101, "Quad", "B_Quadbike_01_F", 200 * vehicle_price, 0, "Bike"], //Backpack [80, "Backpack Carryall", "B_Carryall_ocamo", 450 * weapon_price, 0, "Backpacks" ], //Boat //[201, "Quad", "B_Quadbike_01_F", 250 * vehicle_price, 0, "Boat"], //Car [301, "Hunter", "B_MRAP_01_F", 1000 * vehicle_price, 0, "Car"], [302, "Hunter GMG", "B_MRAP_01_gmg_F", 15000 * vehicle_price, 0, "Car"], [303, "Hunter HMG", "B_MRAP_01_hmg_F", 8000 * vehicle_price, 0, "Car"], [304, "Pick Up (Blue)", "C_Offroad_01_F", 500 * vehicle_price, 0, "Car"], [305, "Ifrit", "O_MRAP_02_F", 1000 * vehicle_price, 0, "Car"], [306, "Ifrit GMG", "O_MRAP_02_gmg_F", 15000 * vehicle_price, 0, "Car"], [307, "Ifrit MG", "O_MRAP_02_hmg_F", 5000 * vehicle_price, 0, "Car"], //Static [351, "mortar", "B_Mortar_01_F", 10000 * vehicle_price, 0, "Car" ], [350, "mortar", "O_Mortar_01_F", 10000 * vehicle_price, 0, "Car" ], //Truck //[401, "Hunter", "B_MRAP_01_F", 1000 * vehicle_price, 0, "Truck"], //Tank [501, "AMV-7 Marshall", "B_APC_Wheeled_01_cannon_F",25000 * vehicle_price, 0, "Tank"], [502, "MSE-3 Marid", "O_APC_Wheeled_02_rcws_F", 22000 * vehicle_price, 0, "Tank"], [503, "HEMTT", "B_Truck_01_transport_F", 3000 * vehicle_price, 0, "Car"], [504, "Zamak", "O_Truck_02_covered_F", 3000 * vehicle_price, 0, "Car"], [505, "IFV-6c Panther", "B_APC_Tracked_01_rcws_F", 20000 * vehicle_price, 0, "Tank"], [506, "BTR-K Kamysh", "O_APC_Tracked_02_cannon_F", 30000 * vehicle_price, 0, "Tank"], //Air [601, "AH-9 Pawnee", "B_Heli_Light_01_armed_F", 37500 * airvehicle_price, 0, "Air"], [602, "MH-9 Humminbird", "B_Heli_Light_01_F", 8000 * airvehicle_price, 0, "Air"], [603, "PO-30 Orca", "O_Heli_Light_02_unarmed_F",12500 * airvehicle_price, 0, "Air"], [604, "PO-30 Orca Armed", "O_Heli_Light_02_F", 37500 * airvehicle_price, 0, "Air"], [605, "AH-99 Blackfoot", "B_Heli_Attack_01_F", 55000 * airvehicle_price, 0, "Air"], [606, "UH-80 Ghosthawk", "B_Heli_Transport_01_F", 20000 * airvehicle_price, 0, "Air"], [607, "Mi-48 Kajman", "O_Heli_Attack_02_F", 60000 * airvehicle_price, 0, "Air"], [608, "Mi-48 Kajman (black)", "O_Heli_Attack_02_black_F", 60000 * airvehicle_price, 0, "Air"] ]; //Addon Vehicles ID: 1000 - 1999 if(TW_Addons_Active) then { Tee_Veh_Array = Tee_Veh_Array + [ // ID Name Class Price Needed Towns Typ //Bike //[1101, "Quad", "B_Quadbike_01_F", 250 * vehicle_price, 0, "Bike"], //Boat //[1201, "Quad", "B_Quadbike_01_F", 250 * vehicle_price, 0, "Boat"], //Car //[1301, "Hunter", "B_MRAP_01_F", 1000 * vehicle_price, 0, "Car"], //Truck //[1401, "Hunter", "B_MRAP_01_F", 1000 * vehicle_price, 0, "Truck"], //Tank //[1501, "Hunter", "B_MRAP_01_F", 1000 * vehicle_price, 0, "Tank"], //Air //[1601, "AH 9", "B_Heli_Light_01_armed_F", 15000 * airvehicle_price, 0, "air"], //End [1999, "EndDummy", "B_Heli_Light_01_armed_F", 0 * airvehicle_price, 999, "Dummy"] ]; }; //Weapon and Mag Array ID: 2000 - 3999 Tee_Weapon_Array = [ // ID Name Class Price Needed Towns Kind //Equipment [2001, "GPS", "ItemGPS", 350 * weapon_price, 0, "item" ], [2002, "Medikit", "Medikit", 50 * weapon_price, 0, "item" ], [2003, "Medikit 2", "MedikitItem", 450 * weapon_price, 0, "item" ], [2004, "Smoke Shell", "SmokeShell", 50 * weapon_price, 0, "mag" ], [2005, "MineDetector", "MineDetector", 500 * weapon_price, 0, "item" ], //Pistol [2101, "ACP-C2", "hgun_ACPC2_F", 800 * weapon_price, 0, "wep" ], //----West [2102, "P07", "hgun_P07_F", 800 * weapon_price, 0, "wep" ], //----East [2103, "Rook40", "hgun_Rook40_F", 800 * weapon_price, 0, "wep" ], //---Magazines [2100.1, "16Rnd 9mm", "16Rnd_9x21_Mag", 15 * weapon_price, 0, "mag" ], //Rifle //----West [2201, "AR MX", "arifle_MX_F", 1000 * weapon_price, 0, "wep" ], [2202, "AR MX ACO", "arifle_MX_ACO_F", 1250 * weapon_price, 0, "wep" ], [2203, "AR MX RCO", "arifle_MX_Hamr_pointer_F", 1400 * weapon_price, 0, "wep" ], [2204, "AR MX GL", "arifle_MX_GL_F", 1500 * weapon_price, 0, "wep" ], [2205, "AR MX ACO GL", "arifle_MX_GL_ACO_F", 1750 * weapon_price, 0, "wep" ], [2206, "AR MX RCO GL", "arifle_MX_GL_Hamr_pointer_F", 1900 * weapon_price, 0, "wep" ], //----East [2207, "AR Katiba", "arifle_Katiba_F", 1000 * weapon_price, 0, "wep" ], [2208, "AR Katiba ACO", "arifle_Katiba_ACO_F", 1250 * weapon_price, 0, "wep" ], [2209, "AR Katiba ARCO", "arifle_Katiba_ARCO_F", 1400 * weapon_price, 0, "wep" ], [2210, "AR Katiba GL", "arifle_Katiba_GL_F", 1500 * weapon_price, 0, "wep" ], [2211, "AR Katiba ACO GL", "arifle_Katiba_GL_ACO_F", 1750 * weapon_price, 0, "wep" ], [2212, "AR Katiba ARCO GL", "arifle_Katiba_GL_ARCO_pointer_F", 1900 * weapon_price, 0, "wep" ], //----Magazines [2200.1, "40mm HE", "1Rnd_HE_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.2, "40mm Smoke(Blue)", "1Rnd_SmokeBlue_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.3, "40mm Smoke(Green)", "1Rnd_SmokeGreen_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.4, "40mm Smoke(Orange)", "1Rnd_SmokeOrange_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.5, "40mm Smoke(Purple)", "1Rnd_SmokePurple_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.6, "40mm Smoke(Red)", "1Rnd_SmokeRed_Grenade_shell", 100 * weapon_price, 0, "mag" ], [2200.7, "40mm Smoke(Yellow)", "1Rnd_SmokeYellow_Grenade_shell", 100 * weapon_price, 0, "mag" ], //---Magazines West [2200.8, "30Rnd 6.5mm", "30Rnd_65x39_caseless_mag", 25 * weapon_price, 0, "mag" ], [2200.9, "30Rnd 6.5mm Caseless Tracer","30Rnd_65x39_caseless_mag_Tracer",25 * weapon_price, 0, "mag" ], //---Magazines East [2200.11, "30Rnd 6.5mm", "30Rnd_65x39_caseless_mag", 25 * weapon_price, 0, "mag" ], [2200.12, "30Rnd 6.5mm Caseless Tracer","30Rnd_65x39_caseless_mag_Tracer", 25 * weapon_price, 0, "mag" ], //Sniper //West [2301, "M320 LRR", "srifle_LRR_SOS_F", 5000 * weapon_price, 0, "wep" ], [2302, "MXM SOS", "arifle_MXM_SOS_pointer_F", 1250 * weapon_price, 0, "wep" ], //East [2303, "GM6 Lynx", "srifle_GM6_SOS_F", 5000 * weapon_price, 0, "wep" ], [2304, "EBR MRCO", "srifle_EBR_MRCO_pointer_F", 1500 * weapon_price, 0, "wep" ], //--Mags West [2300.1, "7Rnd 12.7mm ", "7Rnd_408_Mag", 150 * weapon_price, 0, "mag" ], //--Mags East [2300.2, "5Rnd 12.7mm", "5Rnd_127x108_Mag", 150 * weapon_price, 0, "mag" ], //MG //West [2401, "MX SW", "arifle_MX_SW_F", 1200 * weapon_price, 0, "wep" ], [2402, "MX SW RCO", "arifle_MX_SW_Hamr_pointer_F", 1600 * weapon_price, 0, "wep" ], [2403, "Mk200 LMG", "LMG_Mk200_F", 1600 * weapon_price, 0, "wep" ], //East [2404, "Zafir LMG", "LMG_Zafir_F", 1600 * weapon_price, 0, "wep" ], //Magazines [2400.1, "150Rnd Box 7.62mm", "150Rnd_762x51_Box", 100 * weapon_price, 0, "mag" ], [2400.2, "150Rnd Box 7.62mm Tracer", "150Rnd_762x51_Box_Tracer", 100 * weapon_price, 0, "mag" ], [2400.3, "200Rnd Box 6.5mm", "200Rnd_65x39_cased_Box", 100 * weapon_price, 0, "mag" ], [2400.4, "200Rnd Box 6.5mm Tracer", "200Rnd_65x39_cased_Box_Tracer",100 * weapon_price, 0, "mag" ], [2400.5, "100Rnd 6.5mm (MX SW)", "100Rnd_65x39_caseless_mag", 100 * weapon_price, 0, "mag" ], [2400.6, "100Rnd 6.5mm (MX SW)", "100Rnd_65x39_caseless_mag_Tracer", 100 * weapon_price, 0, "mag" ], //Rockets //West [2501, "Titan MPRL", "launch_B_Titan_short_F", 3500 * weapon_price, 0, "wep" ], [2502, "Titan MPRL AA", "launch_B_Titan_F", 3000 * weapon_price, 0, "wep" ], [2503, "PCML", "launch_NLAW_F", 1500 * weapon_price, 0, "wep" ], //East [2504, "Titan MPRL", "launch_O_Titan_short_F", 3500 * weapon_price, 0, "wep" ], [2505, "Titan MPRL AA", "launch_O_Titan_F", 3000 * weapon_price, 0, "wep" ], [2506, "RPG32", "launch_RPG32_F", 1500 * weapon_price, 0, "wep" ], //Magazines [2500.1, "Titan AA", "Titan_AA", 500 * weapon_price, 0, "mag" ], [2500.2, "Titan AT", "Titan_AT", 450 * weapon_price, 0, "mag" ], [2500.3, "Titan AP", "Titan_AP", 400 * weapon_price, 0, "mag" ], //---West [2500.4, "PCML", "NLAW_F", 200 * weapon_price, 0, "mag" ], //---East [2500.5, "RPG32 AT", "RPG32_F", 200 * weapon_price, 0, "mag" ], [2500.6, "Mortar HE", "8Rnd_82mm_Mo_shells", 1000 * weapon_price, 0, "mag" ], [2500.7, "Mortar Flare", "8Rnd_82mm_Mo_Flare_white", 100 * weapon_price, 0, "mag" ], [2500.8, "Mortar Smoke", " 8Rnd_82mm_Mo_Smoke_white", 100 * weapon_price, 0, "mag" ], //Explosivs [2601, "AT Mine", "ATMine_Range_Mag", 250 * weapon_price, 0, "mag" ], [2603, "HandGrenade", "HandGrenade", 75 * weapon_price, 0, "mag" ], [2602, "Claymore Mine", "ClaymoreDirectionalMine_Remote_Mag", 200 * weapon_price, 0, "mag" ], //End [3999, "HandGrenade", "HandGrenade", 125 * weapon_price, 999, "mag" ] ]; //Addon Weapon and Mag Array ID: 4000 - 5999 if(TW_Addons_Active) then { Tee_Weapon_Array = Tee_Weapon_Array + [ // ID Name Class Price Needed Towns Kind //Equipment //[4001, "GPS", "ItemGPS", 50 * weapon_price, 0, "wep" ], //Pistol //Rifle //Sniper //[4301, "Khaybar ACO F", "arifle_Katiba_C_ACO_pointer_F", 1250 * weapon_price, 0, "wep" ], //MG //Rocket //Explosivs //[4601, "NLAW F", "launch_NLAW_F", 2000 * weapon_price, 0, "wep" ], //End [5999, "HandGrenade", "HandGrenade", 125 * weapon_price, 0, "mag" ] ]; }; //AI Array Tee_AI_Array = [ // ID Name Class Price Needed Towns Side //East [6001, "Rifleman", "O_Soldier_F", 150 * ai_price, 0, "east" ], [6002, "Medic", "O_medic_F", 750 * ai_price, 0, "east" ], [6003, "Rifleman AT", "O_Soldier_LAT_F", 500 * ai_price, 0, "east" ], [6004, "Marksman", "O_soldier_M_F", 550 * ai_price, 0, "east" ], [6005, "Automatic Rifleman", "O_Soldier_AR_F", 300 * ai_price, 0, "east" ], [6006, "Grenadier", "O_Soldier_GL_F", 350 * ai_price, 0, "east" ], [6007, "Repair Specialist", "O_soldier_repair_F", 1000 * ai_price, 0, "east" ], [6008, "Explosiv Specialist", "O_soldier_exp_F", 600 * ai_price, 0, "east" ], [6009, "Rifleman", "O_Soldier_lite_F", 150 * ai_price, 0, "east" ], //West [7001, "Rifleman", "B_Soldier_F", 150 * ai_price, 0, "west" ], [7002, "Automatic Rifleman", "B_soldier_AR_F", 500 * ai_price, 0, "west" ], [7003, "Medic", "B_medic_F", 750 * ai_price, 0, "west" ], [7004, "Rifleman AT", "B_soldier_LAT_F", 550 * ai_price, 0, "west" ], [7005, "Repair Specialist", "B_soldier_repair_F", 1000 * ai_price, 0, "west" ], [7006, "Grenadier", "B_Soldier_GL_F", 350 * ai_price, 0, "west" ], [7007, "Marksman", "B_soldier_M_F", 550 * ai_price, 0, "west" ], [7008, "Explosiv Specialist", "B_soldier_exp_F", 600 * ai_price, 0, "west" ], [7009, "Rifleman Light", "B_Soldier_lite_F", 150 * ai_price, 0, "west" ], //Resistance //Civilian [9001, "Team Leader", "I_Soldier_TL_F", 150 * ai_price, 0, "civ" ], [9002, "Automatic Rifleman", "I_Soldier_AR_F", 150 * ai_price, 0, "civ" ], [9003, "AA Specialist", "I_Soldier_AA_F", 150 * ai_price, 0, "civ" ], [9004, "Rifleman", "I_soldier_F", 150 * ai_price, 0, "civ" ], [9005, "Rifleman AT", "I_Soldier_LAT_F", 150 * ai_price, 0, "civ" ], [9006, "AT Specialist", "I_Soldier_AT_F", 150 * ai_price, 0, "civ" ], [9007, "Medic", "I_medic_F", 150 * ai_price, 0, "civ" ], [9008, "Squad Leader", "I_Soldier_SL_F", 150 * ai_price, 0, "civ" ], //End [9999, "Rifleman (west)", "B_soldier_LAT_F", 250 * ai_price, 999, "west" ] ]; //Addon Weapon and Mag Array ID: 10000 - ? if(TW_Addons_Active) then { Tee_AI_Array = Tee_AI_Array + [ // ID Name Class Price Needed Towns Kind //End [11999, "Rifleman (west)", "B_soldier_LAT_F", 250 * ai_price, 999, "west" ] ]; }; //Variablen CT TW_VotePlayerRequested = false; (you need to unpbo the mission folder to do so) Did that with the current version already to edit income values.:cool: Thanks for the code. I'll check it out tonight. Share this post Link to post Share on other sites
i wub pugs 15 Posted July 26, 2013 Checked it out. Getting tons of errors with the original files and the new "variablen" above. Problem with marker and money functions as well as the variablen. I tried editing a few lines to see what I could get out of it. I'm a total amateur so it didn't go so well. Please update ASAP, would really like to play a stable version with the APCs and some mortars. Share this post Link to post Share on other sites
terrarisk 1 Posted July 26, 2013 thanks it was fun! Share this post Link to post Share on other sites
super-truite 54 Posted July 26, 2013 Checked it out. Getting tons of errors with the original files and the new "variablen" above. Problem with marker and money functions as well as the variablen. I tried editing a few lines to see what I could get out of it. I'm a total amateur so it didn't go so well. Please update ASAP, would really like to play a stable version with the APCs and some mortars. Me too, but isn't it harmless? I didn't check much, but it looked to me that everything was working fine. BIS made some changes with the debug messages. In the changelog: "The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term.". It could be this Share this post Link to post Share on other sites
i wub pugs 15 Posted July 26, 2013 Me too, but isn't it harmless? I didn't check much, but it looked to me that everything was working fine. BIS made some changes with the debug messages. In the changelog:"The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term.". It could be this Harmless? I suppose. Annoying? Absolutely. Very hard to play with big black boxes popping up every minute. Share this post Link to post Share on other sites
Windwalking 18 Posted July 26, 2013 I love this mission, but as pointed by others, it lacks map awareness. Please add notifications when towns are under attack or being captured. Even being captured by allies should be notified somehow. It's crucial for missions like these since in public servers communication is not really that high. It is also realistic for AI defending towns to call for help when under attack so notifications like these are within reason. Share this post Link to post Share on other sites
TSAndrey 1 Posted July 27, 2013 I love this mission, but as pointed by others, it lacks map awareness. Please add notifications when towns are under attack or being captured. Even being captured by allies should be notified somehow. It's crucial for missions like these since in public servers communication is not really that high. It is also realistic for AI defending towns to call for help when under attack so notifications like these are within reason. This mission also needs team nametags (like in wasteland) and general map improvements. The briefing tab could also get some cleaning. Share this post Link to post Share on other sites
spanishsurfer 58 Posted July 27, 2013 This mission also needs team nametags (like in wasteland) and general map improvements. The briefing tab could also get some cleaning. Nametags already come up, you just have to put your reticle on the target long enough. I don't want everyone marked all the time, this promotes little thought when engaging targets. Share this post Link to post Share on other sites
UsedName 10 Posted August 3, 2013 Hi, I have a question or more like a favor ! Could pls someone deactivate the strategic mode in the new verison ? I tried to do so but it didn´t work . Also make it pls for max 40 players !! Share this post Link to post Share on other sites
disastermaster 10 Posted August 4, 2013 cti except each cap zone has 12 perimeter zones divided into 4 groups of 3 zones each ie N E S W zones which make sense for the defense of the cap zone and at least 1 perimeter zone per pzone group must be occupied in order to cap the cap zone and spawn tickets per team like bf3 so each player has 15 spawns per hour then if he spawns 16 times in 1 hour he gets kicked for 10 minutes to let new players in also to disrupt the team who is losing harder and motivate people to not rambo Share this post Link to post Share on other sites