Ghost 40 Posted June 20, 2014 As of right now most of the issues are with the igiload script and lifter after the patch which are now in the mission. So i basically have to wait for those to be updated or BIS to fix there game again. Some other hiccups as usual but everything seems to work most of the time other than the mentioned. Still have random tasks being destroyed on spawn occasionally and not sure what is causing that. Also had the random helicopter exploding bug happen a couple times to people so not sure what to do.... Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted July 3, 2014 Hi Ghost been a while, Question, I had updated VAS in a version of enemy assault I have to the latest version which is now v2.6, and now apon loading the mission in mp (i am hosting) i get this error message: script VAS\functions\fn_onrespawn.sqf not found So i checked the files and the script is there. I get the mission loaded and wait til the tasks have finished and go to the VAS ammobox and i get this message at the top right of the screen: VAS never initialized This means cfgfunctions.hpp was never called via description.ext So this is what is not making sense the VAS folder is in the INS_revive folder, I havent changed anything, other then updated VAS to the new version now im getting errors, what do i need to do to fix this? I tried using older version of VAS I was using before but now im getting the same errors with them. Share this post Link to post Share on other sites
Ghost 40 Posted July 3, 2014 New version will have VAS 2.6 and should be released soon. VAS as a separate download is setup to be in the mission dir and not in the ins_revive dir. You have to change a couple of file paths. Share this post Link to post Share on other sites
Ghost 40 Posted July 4, 2014 Updated Enemy Assault Altis only http://www.armaholic.com/forums.php?m=posts&id=166673 Share this post Link to post Share on other sites
speedygonzales 15 Posted July 4, 2014 Thx ghost for keeping this mission uptodate with nice new little features. Share this post Link to post Share on other sites
PenguinInATuxedo 18 Posted July 4, 2014 I hope you don't mind I modified your newest version that requires Rav lifter, I removed Rav lifter Dependency so vanilla people can run it and I tinkered with the Veh spawners making them spawn both AAF and NATO vehicles. These changes are just for the version we run on our public server, I won't redistributing them publicly or anything. Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted July 4, 2014 New version will have VAS 2.6 and should be released soon. VAS as a separate download is setup to be in the mission dir and not in the ins_revive dir. You have to change a couple of file paths Ah! ok, great news, figured there was something with VAS and the paths, as before i had updated I had no issues, mission was/is still playable but without VAS in there for your loadout and uniform it made the mission more vanilla. Thanks for the new version will check it out! Added Raven's Lifter module for slingload and fast roping Was thinking that you should make this a parameter in the description like you did for the f18 in your previous version 2.4 of Enemy Assault this way if players are interested in it then they will need the lifter rather then be "forced" to use it. Share this post Link to post Share on other sites
Ghost 40 Posted July 4, 2014 @Gunter- I try not to require any mods in my mission but Raven Lifter is pretty damn good overall and adds a lot of capability to the game. Whenever BI releases its version of slingload and maybe fast rope I will remove it again. I had a pretty good version of a script only slingload but raven does it a tad bit better. I am also sorry for not updating any other missions as it has become to difficult to just update the one. Our group only plays on Altis so any update I did to the stratis was not tested other than a quick preview to check for errors. That is why I am just focusing on Altis Enemy Assault. If I get more free time and will power I might update the others but I think everyone will be pleased with Altis only. @Penguin- As long as you dont release my mission modified and say it is your own I dont mind. I do not expect every person to play with the same setup as our group. I made the mission for the group I play with and take input mainly from them. I have seen what others have done or suggested and might put similar in it just depends. Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted July 5, 2014 Np Ghost. Porting Enemy Assault isn't that hard, its an easy copy n paste, and just moving things around accordingly, but I had ported your 2.4 version to Takistan, Namalsk, Fallujah. Also added the Irregulars as a choose able faction to fight against, added some fighter planes, added a alternate respawn point, and many other things, but I just do it for my own game, will be doing it for your latest version here now that VAS is working again like it should. Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted July 5, 2014 VAS as a separate download is setup to be in the mission dir and not in the ins_revive dir. You have to change a couple of file paths Hey Ghost can you specify what paths need to be changed to utilize the new VAS update?, as i had put alot of work into the mission I have and want to have it as another mission to play alongside your new version. Share this post Link to post Share on other sites
Ghost 40 Posted July 5, 2014 Hey Ghost can you specify what paths need to be changed to utilize the new VAS update?, as i had put alot of work into the mission I have and want to have it as another mission to play alongside your new version. fn_mainInit.sqf has two lines and cfgfunctions.hpp has a line that need INS_revive\ added to them. Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted July 6, 2014 (edited) I'm doing something wrong, heres what I did: 1. deleted the old VAS folder, and replaced it with the latest version 2.6 2. added INS_revive to fn_mainInit.sqf located here-->[GHST]Enemy_Assault2.Altis\INS_revive\VAS\functions 3. added the INS_revive to cfgfunctions.hpp here--> [GHST]Enemy_Assault2.Altis\INS_revive so it reads: //// Virtual Ammobox System script - Start //// #include "INS_revive\VAS\cfgfunctions.hpp" //// Virtual Ammobox System script - End //// with these 2 changes I get this when I start the mission: http://steamcommunity.com/sharedfiles/filedetails/?id=281779118 Im hosting the mission on my computer for myself to play btw, normally when I host and start this mission, the parameters box will show at the top right, now its not there the AI in red now show listed when before they were disabled, once ingame, the tasks do not start, and when I try VAS I get the error at the top right of the screen saying something didn't initialize. Am I missing a code somewhere Im supposed to add? Also theres a script titled description.hpp which has this code in it //// TAW View Distance Script - Start //// #include "taw_vd\dialog.hpp" //// TAW View Distance Script - End //// [b]//// Virtual Ammobox System script - Start //// #include "VAS\menu.hpp" //// Virtual Ammobox System script - End ////[/b] //// Mission settings dialog script - Start //// #include "mission_settings\dialog\common.hpp" #include "mission_settings\dialog\mission_settings.hpp" //// Mission settings dialog script - End //// //// INS_revive settings dialog script - Start //// #include "setting_dialog\defines.hpp" #include "setting_dialog\dialog.hpp" //// INS_revive settings dialog script - End //// //// UAV settings dialog script - Start //// //#include "personal_uav\defines.hpp" //#include "personal_uav\dialog.hpp" //// UAV settings dialog script - End //// //// Group Management script - Start //// #include "DOM_squad\SquadManagement.hpp" //// Group Management script - End //// Edited July 6, 2014 by Günter Severloh Share this post Link to post Share on other sites
hedgehog1983 14 Posted July 6, 2014 Are there anywhere in the codes that guarantees that a player has a ItemRadio in their gear? I ran a custom script which makes sure to remove the ItemRadio but they keep showing up upon joining (but successful in other missions)... I am doing this for compatibility between TFAR and a squad script. Share this post Link to post Share on other sites
Ghost 40 Posted July 6, 2014 Are there anywhere in the codes that guarantees that a player has a ItemRadio in their gear? I ran a custom script which makes sure to remove the ItemRadio but they keep showing up upon joining (but successful in other missions)... I am doing this for compatibility between TFAR and a squad script. there is only VAS but that does not force players to have radios. You might want to verify how you are running your script. Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted July 7, 2014 Ghost you see my previous post? Share this post Link to post Share on other sites
Ghost 40 Posted July 8, 2014 Sounds like you have an issue with your description.ext file. Make sure you have that file in your mission dir and it has all the proper stuff in it. Share this post Link to post Share on other sites
BlackViperGaming 3 Posted July 8, 2014 I can't be asked to go through all the previous pages to see if this has been asked. Is there any way to use these missions as side missions for AW's Invade and Annex? Share this post Link to post Share on other sites
Ghost 40 Posted July 9, 2014 I can't be asked to go through all the previous pages to see if this has been asked. Is there any way to use these missions as side missions for AW's Invade and Annex? It might be possible but I am not familiar with those missions/scripts so cannot tell you for sure how to do it. Mine are somewhat modular but rely on functions and sometimes other scripts in the mission. look at ghst_random_objectives.sqf under scripts\objectives folder to see how the tasks are called and look under functions folder for the functions used. Also units are specified in the unit_list.sqf Share this post Link to post Share on other sites
rhaqhgp 10 Posted July 13, 2014 Hi, Ghost. I'm pretty enjoying your mission with my friends. Me and my friends are bad at game, so... enemy AI's feeling harsh sometime.. I adjusted enemy skill and precision in parameters, but nothing changed.. enemies shoot right into my forehead while they show me their back. :( Is there any way to adjust difficulty with the script? I unpacked the mission file, but can't find any skill related script. Share this post Link to post Share on other sites
Ghost 40 Posted July 13, 2014 Hi, Ghost. I'm pretty enjoying your mission with my friends. Me and my friends are bad at game, so... enemy AI's feeling harsh sometime.. I adjusted enemy skill and precision in parameters, but nothing changed.. enemies shoot right into my forehead while they show me their back. :( Is there any way to adjust difficulty with the script? I unpacked the mission file, but can't find any skill related script. AI skill is set in a create unit function so you would have to adjust that Share this post Link to post Share on other sites
rhaqhgp 10 Posted July 14, 2014 AI skill is set in a create unit function so you would have to adjust that Thanks to your reply.. but still couldn't find the difficulty setting... :( enemy's response speed is quite realistic, but shooting accuracy is lunatic.. can you tell me the file name and line number exactly? pleaase? Share this post Link to post Share on other sites
Ghost 40 Posted July 14, 2014 Thanks to your reply.. but still couldn't find the difficulty setting... :(enemy's response speed is quite realistic, but shooting accuracy is lunatic.. can you tell me the file name and line number exactly? pleaase? @enemy_assault_co36_v2_9.Altis\functions\fn_functions.sqf line 521 - 538 Share this post Link to post Share on other sites
rhaqhgp 10 Posted July 15, 2014 @enemy_assault_co36_v2_9.Altis\functions\fn_functions.sqfline 521 - 538 thanks, Ghost! I finally adjusted some skills!! :) still hard... but I'm gonna find out my own difficulty ! Thank you so much! Share this post Link to post Share on other sites
Ghost 40 Posted July 26, 2014 Next update will remove the mod requirements. All mods will be optional. Need more testing and a few more changes before I am ready to release. Share this post Link to post Share on other sites
Variable 322 Posted August 10, 2014 Next update will remove the mod requirements. All mods will be optional. Need more testing and a few more changes before I am ready to release. Great! Looking forward to it. Share this post Link to post Share on other sites