code34 248 Posted May 26, 2013 already add a new fix for this problem :( https://dev-heaven.net/attachments/download/20650/war_in_takistan_16d_final.takistan.pbo Share this post Link to post Share on other sites
Bloodofthedragon 0 Posted May 26, 2013 (edited) Roger that. Will test latest version tonight with my group. Should have a report by Monday. Update: Ran newest version with multiple people on a non-dedicated server for hours tonight with no problems. I had many people switching back and forth from west to civil throughout the game, everything worked great! Edited May 27, 2013 by Bloodofthedragon Share this post Link to post Share on other sites
code34 248 Posted May 27, 2013 ok, great news. Have to see if i can apply to others versions Share this post Link to post Share on other sites
code34 248 Posted May 29, 2013 can u confirm it s ok after a while ? :) Share this post Link to post Share on other sites
Bloodofthedragon 0 Posted May 29, 2013 Yes can confirm! So far we have played 8 to 10 games, switching from west to civil and back still works perfect. Have not had a chance to test on dedicated server yet, will test later this week. The only thing we noticed that seemed off was civil player detection goes up if west is in area. Example: Mission was to steal M1A1 from NE oilfield. One player went in as civil, another player(not part of civil players group) went in with A10 from base. When A10 pilot began engaging enemy civil players detection went up to 98% (player was not near dog, had just teleported in to MHQ) and he was quickly shot. Is this a feature of the mission or is it bug? Share this post Link to post Share on other sites
code34 248 Posted May 30, 2013 Yes can confirm!So far we have played 8 to 10 games, switching from west to civil and back still works perfect. Have not had a chance to test on dedicated server yet, will test later this week. The only thing we noticed that seemed off was civil player detection goes up if west is in area. Example: Mission was to steal M1A1 from NE oilfield. One player went in as civil, another player(not part of civil players group) went in with A10 from base. When A10 pilot began engaging enemy civil players detection went up to 98% (player was not near dog, had just teleported in to MHQ) and he was quickly shot. Is this a feature of the mission or is it bug? there is so many use case that this feature can not be fully tested. Normaly, civil can be detected only when they are near of enemy group, at this momemt, a warm message happens in a box at top right of screen. Share this post Link to post Share on other sites
Bloodofthedragon 0 Posted May 30, 2013 Understood. I will inform the men to be more cautious. Is not a problem, we were just unsure how the mechanic worked exactly. Again, thank you very much for all your hard work on this mission! Share this post Link to post Share on other sites
overcharger 0 Posted May 31, 2013 Hi Code34. Some time ago I made a port of WIT 1.40 BAF version to Tora Bora with your advice and Noricum's help. This time I want to ask you authorize me to make a port to CWR2 Everon and, if possible, please tell me what files should I edit to add CWR2 content. Thanks a lot. Share this post Link to post Share on other sites
code34 248 Posted June 1, 2013 Hi Code34.Some time ago I made a port of WIT 1.40 BAF version to Tora Bora with your advice and Noricum's help. This time I want to ask you authorize me to make a port to CWR2 Everon and, if possible, please tell me what files should I edit to add CWR2 content. Thanks a lot. yes no problem, just begin by edit the init file ;) at top of the root, and also client and server root. Share this post Link to post Share on other sites
overcharger 0 Posted June 2, 2013 You mean WC_fnc_commoninitconfig, WC_fnc_clientinitconfig and WC_fnc_serverinitconfig? Share this post Link to post Share on other sites
code34 248 Posted June 2, 2013 yes, must of the variables can be edit at this place :) ---------- Post added at 09:10 ---------- Previous post was at 08:07 ---------- New 1.6D version Officials Maps supported Capraia: https://dev-heaven.net/attachments/download/20672/war_in_capraia_16d_final.isoladicapraia.pbo Chernarus: https://dev-heaven.net/attachments/download/20673/war_in_chernarus_16d_final.chernarus.pbo Dingor: https://dev-heaven.net/attachments/download/20674/war_in_dingor_16d_final.dingor.pbo Everon: https://dev-heaven.net/attachments/download/20675/war_in_everon2010_16d_final.everon2010.pbo Duala: https://dev-heaven.net/attachments/download/20676/war_in_isladuala_16_finald.isladuala.pbo Lingor: https://dev-heaven.net/attachments/download/20677/war_in_lingor_16d_final.lingor.pbo Malden: https://dev-heaven.net/attachments/download/20678/war_in_malden2010_16d_final.malden2010.pbo Nogova: https://dev-heaven.net/attachments/download/20679/war_in_nogova2010_16d_final.nogova2010.pbo Panthera: https://dev-heaven.net/attachments/download/20680/war_in_panthera2_16d_final.panthera2.pbo Takistan: https://dev-heaven.net/attachments/download/20681/war_in_takistan_16d_final.takistan.pbo Taviana: https://dev-heaven.net/attachments/download/20682/war_in_taviana_16d_final.tavi.pbo Tigeria: https://dev-heaven.net/attachments/download/20683/war_in_tigeria_16d_final.tigeria.pbo Tropica: https://dev-heaven.net/attachments/download/20684/war_in_tropica_16d_final.tropica.pbo Share this post Link to post Share on other sites
overcharger 0 Posted June 9, 2013 Hi Code34, I´m working on my CWR2 port and I got a lot of script error messages, probably because some side definition problem. At the begining I got one related with this part of Init.sqf: for "_i" from 0 to (count paramsArray - 1) do { call compile format["%1=%2;", configName ((missionConfigFile >> "Params") select _i), paramsArray select _i]; sleep 0.01; }; Any idea on how to fix it? Share this post Link to post Share on other sites
code34 248 Posted June 10, 2013 (edited) Hi, i dont support mod of the wit cause i already don't have the time to support the official version ;( but you should check if you use mission parameters (description.ext) exactly the same of the official version if not you certainly have a lof of problems with other global variables. mission parameters variables are broadcast on each clients & servers. Edited June 10, 2013 by code34 Share this post Link to post Share on other sites
overcharger 0 Posted June 10, 2013 Ok, thanks for the advice. Share this post Link to post Share on other sites
Bloodofthedragon 0 Posted June 11, 2013 (edited) Hello Code34, We have been playing a lot of your mission lately, no problems to report. So much fun! Any chance of this mission on Celle2, Fallujah or CLAfghan? How difficult is it to convert this mission to different islands/maps? Thanks in advance! Edited June 11, 2013 by Bloodofthedragon Share this post Link to post Share on other sites
code34 248 Posted June 12, 2013 (edited) Hello Code34,We have been playing a lot of your mission lately, no problems to report. So much fun! Any chance of this mission on Celle2, Fallujah or CLAfghan? How difficult is it to convert this mission to different islands/maps? Thanks in advance! hi, i have to take time to finish last island :) The conversion require to move marker, flag, objects at good place on new maps (doesn't require to do some code modification). For better game experience, the map requires to be tall with preferences few villages and a friendly base/airport. Clafghan is not good cause there is not enough villages, base etc but it works with it. Edited June 12, 2013 by code34 Share this post Link to post Share on other sites
code34 248 Posted June 13, 2013 Just add celle2 island Officials Maps supported Celle2: https://dev-heaven.net/attachments/download/20747/war_in_celle2_16d_final.mbg_celle2.pbo Capraia: https://dev-heaven.net/attachments/download/20672/war_in_capraia_16d_final.isoladicapraia.pbo Chernarus: https://dev-heaven.net/attachments/download/20673/war_in_chernarus_16d_final.chernarus.pbo Dingor: https://dev-heaven.net/attachments/download/20674/war_in_dingor_16d_final.dingor.pbo Everon: https://dev-heaven.net/attachments/download/20675/war_in_everon2010_16d_final.everon2010.pbo Duala: https://dev-heaven.net/attachments/download/20676/war_in_isladuala_16_finald.isladuala.pbo Lingor: https://dev-heaven.net/attachments/download/20677/war_in_lingor_16d_final.lingor.pbo Malden: https://dev-heaven.net/attachments/download/20678/war_in_malden2010_16d_final.malden2010.pbo Nogova: https://dev-heaven.net/attachments/download/20679/war_in_nogova2010_16d_final.nogova2010.pbo Panthera: https://dev-heaven.net/attachments/download/20680/war_in_panthera2_16d_final.panthera2.pbo Takistan: https://dev-heaven.net/attachments/download/20681/war_in_takistan_16d_final.takistan.pbo Taviana: https://dev-heaven.net/attachments/download/20682/war_in_taviana_16d_final.tavi.pbo Tigeria: https://dev-heaven.net/attachments/download/20683/war_in_tigeria_16d_final.tigeria.pbo Tropica: https://dev-heaven.net/attachments/download/20684/war_in_tropica_16d_final.tropica.pbo Share this post Link to post Share on other sites
fruity_rudy 16 Posted June 13, 2013 so it's final, done and i can start porting again? I wanna change it all again, matching units for each island and stuff.. I'll derive it from the main takistan version.. Or are you still fixing things? Share this post Link to post Share on other sites
yxman 90 Posted June 13, 2013 Just add celle2 island Thx! :) Share this post Link to post Share on other sites
code34 248 Posted June 13, 2013 so it's final, done and i can start porting again? I wanna change it all again, matching units for each island and stuff.. I'll derive it from the main takistan version.. Or are you still fixing things? it s final release :D Share this post Link to post Share on other sites
overcharger 0 Posted June 16, 2013 Hi guys, I dont want to bother Code34, because I'm working on a WIT version with CWR2 content. For that reason, I ask anyone who can help me: Almost all actions are available and working, but for some reason missions are not created. The array of the types of buildings and houses is complete with CWR2 mod content. Any idea why it does not work? Share this post Link to post Share on other sites
fruity_rudy 16 Posted June 16, 2013 haven#t looked into the latest one, but it sounds like you messed something up in the mission loop. Maybe you forgot a ; or sth. like that Share this post Link to post Share on other sites
overcharger 0 Posted June 16, 2013 Excuse my ignorance, but where is the mission loop? Share this post Link to post Share on other sites
Bloodofthedragon 0 Posted June 16, 2013 Hello Code34, I ran into a bug. On mission "Rescue an officer" on Celle2 I rescued the officer but the mission did not seem to register the task as complete. I did not get a "Leave the zone" notice and no new missions came up. Seems like a trigger is not firing correctly? I had removed the officer and all friendlies from the zone but still, no joy. Thanks in advance. Share this post Link to post Share on other sites