.kju 3244 Posted June 2, 2016 @ thhamm is there a chance for a WW2/IFA3 (LITE) version? we would support you with the port/do the class mapping/configuration :) Share this post Link to post Share on other sites
thhamm 53 Posted June 2, 2016 @ thhamm is there a chance for a WW2/IFA3 (LITE) version? we would support you with the port/do the class mapping/configuration :) Sure, but: I don't own Iron Front, so i guess i can't use your mod? So basically someone else has to "port" a mission.sqm for iron front maps. Easy but tedious. Just merge eg. the Altis mission, make all units and HCs playable again and change to IFA3 classes, adjust all town positions and rename them. :) For the units, i just need the overall faction names for East/West/Resistance/Civilian factions. Share this post Link to post Share on other sites
gman2900 13 Posted June 2, 2016 @ thhamm is there a chance for a WW2/IFA3 (LITE) version? we would support you with the port/do the class mapping/configuration :) This i definately would like to see!!! Share this post Link to post Share on other sites
dvdbrewster 12 Posted June 6, 2016 Sure, but: I don't own Iron Front, so i guess i can't use your mod? So basically someone else has to "port" a mission.sqm for iron front maps. Easy but tedious. Just merge eg. the Altis mission, make all units and HCs playable again and change to IFA3 classes, adjust all town positions and rename them. :) For the units, i just need the overall faction names for East/West/Resistance/Civilian factions. This i definately would like to see!!! Did this Happen? I never seen .kju's server, might be fun ! 1 Share this post Link to post Share on other sites
thhamm 53 Posted June 7, 2016 Did this Happen? I never seen .kju's server, might be fun ! Nah not yet, Tanoa mission will come first. :) 1 Share this post Link to post Share on other sites
dvdbrewster 12 Posted June 14, 2016 New Version: 1.19 r26 (1.6.2015) Downloads: http://www.vsbw.de/~arma/ Changes: A3: Update RHS factions, add RHS: GREF support You must Help 1 more time.. I have had a chance to test Using RHS as resistance faction, I wished to view the Helicopters, and saw that they stayed on the ground where they spawned at the Towns. I have not seen one in the air flying, only they will shoot from the grounded Position. I don't think the pilots are showing up, This Is an Awful Shame. I think the rest of the mission is updated for weapons and, loadouts? mayB the pilots are on strike. !! Share this post Link to post Share on other sites
thhamm 53 Posted June 29, 2016 New Version: 1.19 r27 (29.6.2015) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: Fog parameter revised, can control intensity now A3: Add Tanoa Mission A3: Add CSAT / NATO Pacific Factions (more to come) A3: Missions now available as Addon / on Steam Workshop too (yay!) http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Share this post Link to post Share on other sites
thhamm 53 Posted July 1, 2016 New Version: 1.19 r28 (1.7.2015) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: Fix Resistance Air units not taking off A3: Add support functions to comms menu (0-8) if map marker updates not realtime Share this post Link to post Share on other sites
dvdbrewster 12 Posted July 1, 2016 New Version: 1.19 r28 (1.7.2015) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: Fix Resistance Air units not taking off A3: Add support functions to comms menu (0-8) if map marker updates not realtime ! wow ! Share this post Link to post Share on other sites
thhamm 53 Posted July 8, 2016 New Version: 1.19 r30 (10.7.2015) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: Small fix for semi-automatic map markers A3: Fix issues with A3 Versions prior to 1.54. Why? Don't ask me man, i just work here. Pequenas correções Share this post Link to post Share on other sites
thhamm 53 Posted July 11, 2016 New Version: 1.19 r31 (11.7.2015) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: New Structure: Long Range Radar Station (10km) New Upgrade: Ground radar Radar now affected by terrain Visualize estimated ground radar coverage on map 1 Share this post Link to post Share on other sites
dvdbrewster 12 Posted July 19, 2016 I just experienced my problem again , MayB not dark in the head after all. The BluFor OffRoad repair seems to not function on ACE3 server. Works good if RHS/ vanilla . I guess it would take some debugging but if playing with ACE must use full size support vehicles Share this post Link to post Share on other sites
thhamm 53 Posted July 27, 2016 New Version: 1.19 r32 (27.7.2015) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: A3: Minor ACE3 compat. fix Share this post Link to post Share on other sites
thhamm 53 Posted July 27, 2016 I just experienced my problem again , MayB not dark in the head after all. The BluFor OffRoad repair seems to not function on ACE3 server. Works good if RHS/ vanilla . I guess it would take some debugging but if playing with ACE must use full size support vehicles Hey Dave, please try r32! Share this post Link to post Share on other sites
dvdbrewster 12 Posted July 28, 2016 Hey Dave, please try r32! Right On Tomi, lol thanks man. It'll be a couple weeks, but Ill get it . Thanks. Share this post Link to post Share on other sites
CRCError1970 14 Posted August 4, 2016 Hey man,I've made some changes of my own to the InitStructureTypes.sqf mainly because I use the CUP addons: //structDefs defines all buildable structures alignDefs = []; adCenter = 0; adWidth = 1; alignTypes = []; structsFloat = []; structDefs = []; sdName = 0; sdCost = 1; sdSides = 2; sdOnlyCO = 3; sdOnlyMHQ = 4; sdLimit = 5; sdMaxRadius = 6; sdDist = 7; sdObjectsWest = 8; sdObjectsEast = 9; sdScriptsServer = 10; sdScriptsPlayer = 11; sdType = 12; sdRearmTime = 13; sdBuildCycleTime = 14; sdBuildLimitTime = 15; stNone = -6; // structure types for unbuyable units (don't ask) stPrebuiltBarracks = -5; stPrebuiltLight = -4; stPrebuiltHeavy = -3; stPrebuiltAir = -2; stPrebuiltMarina = -1; // object format: [oName, nRot, aPos, upVec] _type = 0; structDefs set [_type, ["Barracks", 1000, siBoth, true, true, 4, 10, 15, [["USMC_WarfareBBarracks", 0, []]], [["RU_WarfareBBarracks", 0, []]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitBarracks.sqf"],_type,0,5,0]]; stBarracks = _type; _type = _type + 1; structDefs set [_type, ["Light Vehicle Factory", 2000, siBoth, true, true, 4, 10, 20, [["USMC_WarfareBLightFactory", 0, []]], [["RU_WarfareBLightFactory", 0, []]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitLightVehicleFactory.sqf"],_type,0,15,0]]; stLight = _type; _type = _type + 1; structDefs set [_type, ["Heavy Vehicle Factory", 4000, siBoth, true, true, 4, 15, 25, [["USMC_WarfareBHeavyFactory", 0, [1,0,0]]], [["RU_WarfareBHeavyFactory", 0, [1,0,0]]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitHeavyVehicleFactory.sqf"],_type,0,30,0]]; stHeavy = _type; _type = _type + 1; structDefs set [_type, ["Aircraft Factory", 5000, siBoth, true, true, 4, 15, 30, [["USMC_WarfareBAircraftFactory", 0, [0,0,0]]], [["RU_WarfareBAircraftFactory", 0, [0,0,0]]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf","InitAircraftFactory.sqf"], ["InitAircraftFactory.sqf"],_type,0,45,0]]; stAir = _type; _type = _type + 1; structDefs set [_type, ["Comm Center", 1200, siBoth, true, true, 2, 5, 15, [["Land_Communication_F", 270, [],[0,0,1]]], [["Land_Communication_F", 270, [],[0,0,1]]], ["InitPrimaryStructure.sqf", "InitRelay.sqf"], [],_type,0,0,0]]; stComm = _type; _type = _type + 1; _marina = [["Land_Lighthouse_small_F", -90, [0,0,0], [0,0,1]], ["Land_Pier_small_F", 90, [-20,-5,-0.3], [0,0,1]], ["Land_BuoyBig_F", -90, [-75,-5,0]]]; structDefs set [_type, ["Marina", 3000, siBoth, false, false, 3, 20, 20, _marina, _marina, ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitMarina.sqf"],_type,0,30,0] ]; stMarina = _type; _type = _type + 1; structDefs set [_type, ["Lights", 10, siBoth, true, true, 10, 5, 15, [["Land_LampAirport_F", 90, [],[0,0,1]]], [["Land_LampAirport_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _lights = _type; _type = _type + 1; structDefs set [_type, ["Field Hospital", 200, siBoth, false, false, 10, 4, 15, [["CDF_WarfareBFieldhHospital", 180, []]], [["RU_WarfareBFieldhHospital", 180, []]], ["InitSecondaryStructure.sqf"], ["InitHospital.sqf", "AddDeleteAction.sqf"],_type,0,0,0]]; stHospital = _type; _type = _type + 1; structDefs set [_type, ["Medical Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Medevac_F", 0, []]], [["Land_Pod_Heli_Transport_04_medevac_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Ammo Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Ammo_F", 0, []]], [["Land_Pod_Heli_Transport_04_ammo_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Repair Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Repair_F", 0, []]], [["Land_Pod_Heli_Transport_04_repair_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Fuel Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Fuel_F", 0, []]], [["Land_Pod_Heli_Transport_04_fuel_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Radar Station", 1000, siBoth, false, false, 4, 5, 20, [["Land_Radar_Small_F", 90, [],[0,0,1]]], [["Land_Radar_Small_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["InitRadar.sqf", "AddDeleteAction.sqf"],_type,0,0,0]]; stAAradar = _type; _type = _type + 1; structDefs set [_type, ["Long Range Radar Station", 5000, siBoth, false, false, 4, 5, 20, [["Land_Radar_F", 90, [],[0,0,1]]], [["Land_Radar_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["InitRadar.sqf", "AddDeleteAction.sqf"],_type,0,0,0]]; stAAradarLR = _type; _type = _type + 1; if ( AcreAllowed ) then { structDefs set [_type, ["Relay Station", 600, siBoth, false, false, 5, 5, 20, [["Land_TBox_F", 90, [],[0,0,1]],["Land_TTowerSmall_2_F", 90, [],[0,0,1]]], [["Land_TBox_F", 90, [],[0,0,1]],["Land_TTowerSmall_2_F", 90, [],[0,0,1]]], ["InitPrimaryStructure.sqf", "InitRelay.sqf"], [],_type,0,0,0]]; _type = _type + 1; }; _st_mg_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_HMG_01_F") && isClass (configFile >> "cfgVehicles" >> "O_HMG_01_F")) then { structDefs set [_type, ["Mk30 HMG .50", 250, siBoth, false, false, 5, 4, 2.5, [["B_HMG_01_F", 0, []]], [["O_HMG_01_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,15,0,0] ]; structsFloat set [count structsFloat, _type]; _st_mg_pod = _type; _type = _type + 1; }; _st_mg_pod2 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_HMG_01_high_F") && isClass (configFile >> "cfgVehicles" >> "O_HMG_01_high_F")) then { structDefs set [_type, ["Mk30 HMG .50 (raised)", 250, siBoth, false, false, 5, 4, 2.5, [["B_HMG_01_high_F", 0, []]], [["O_HMG_01_high_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,15,0,0] ]; structsFloat set [count structsFloat, _type]; _st_mg_pod2 = _type; _type = _type + 1; }; _st_mg_pod3 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_HMG_01_A_F") && isClass (configFile >> "cfgVehicles" >> "O_HMG_01_A_F")) then { structDefs set [_type, ["Mk30A HMG .50", 250, siBoth, false, false, 5, 4, 2.5, [["B_HMG_01_A_F", 0, []]], [["O_HMG_01_A_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,15,0,0] ]; structsFloat set [count structsFloat, _type]; _st_mg_pod3 = _type; _type = _type + 1; }; _st_gl_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_GMG_01_F") && isClass (configFile >> "cfgVehicles" >> "O_GMG_01_F")) then { structDefs set [_type, ["Mk32 GMG 20mm", 300, siBoth, false, false, 5, 4, 2.5, [["B_GMG_01_F", 0, []]], [["O_GMG_01_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,20,0,0] ]; structsFloat set [count structsFloat, _type]; _st_gl_pod = _type; _type = _type + 1; }; _st_gl_pod2 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_GMG_01_high_F") && isClass (configFile >> "cfgVehicles" >> "O_GMG_01_high_F")) then { structDefs set [_type, ["Mk32 GMG 20mm (raised)", 300, siBoth, false, false, 5, 4, 2.5, [["B_GMG_01_high_F", 0, []]], [["O_GMG_01_high_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,20,0,0] ]; structsFloat set [count structsFloat, _type]; _st_gl_pod2 = _type; _type = _type + 1; }; _st_gl_pod3 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_GMG_01_A_F") && isClass (configFile >> "cfgVehicles" >> "O_GMG_01_A_F")) then { structDefs set [_type, ["Mk32A GMG 20mm", 300, siBoth, false, false, 5, 4, 2.5, [["B_GMG_01_A_F", 0, []]], [["O_GMG_01_A_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,20,0,0] ]; structsFloat set [count structsFloat, _type]; _st_gl_pod3 = _type; _type = _type + 1; }; _st_aa_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_static_AA_F") && isClass (configFile >> "cfgVehicles" >> "O_static_AA_F")) then { structDefs set [_type, ["Static Titan Launcher (AA)", 1000*AntiAirPodFactor, siBoth, false, false, 5, 4, 2.5, [["B_static_AA_F", 0, []]], [["O_static_AA_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,60,0,0] ]; structsFloat set [count structsFloat, _type]; _st_aa_pod = _type; _type = _type + 1; }; _st_at_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_static_AT_F") && isClass (configFile >> "cfgVehicles" >> "O_static_AT_F")) then { structDefs set [_type, ["Static Titan Launcher (AT)", 1500*AntiTankPodFactor, siBoth, false, false, 5, 4, 2.5, [["B_static_AT_F", 0, []]], [["O_static_AT_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,60,0,0] ]; structsFloat set [count structsFloat, _type]; _st_a_pod = _type; _type = _type + 1; }; if ( ArtyAllowed > 0 && isClass (configFile >> "cfgVehicles" >> "B_Mortar_01_F") && isClass (configFile >> "cfgVehicles" >> "O_Mortar_01_F")) then { structDefs set [_type, ["Mk6 Mortar", 5000*ArtyAllowed, siBoth, false, false, 5, 4, 2.5, [["B_Mortar_01_F", 0, []]], [["O_Mortar_01_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,300,0,300] ]; structsFloat set [count structsFloat, _type]; _type = _type + 1; structDefs set [_type, ["M119/D-30", 50000*ArtyAllowed, siBoth, false, false, 5, 4, 2.5, [["CUP_B_M119_US", 0, []]], [["CUP_O_D30_RU", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,300,0,300] ]; structsFloat set [count structsFloat, _type]; _type = _type + 1; }; structDefs set [_type, ["Wall", 150, siBoth, false, false, 50, 2, 10, [["Land_HBarrierBig_F", 0, []]], [["Land_HBarrierBig_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; stWall = _type; _type = _type + 1; structDefs set [_type, ["Heli H", 10, siBoth, false, false, 10, 5, 15, [["Land_HelipadSquare_F", 0, []]], [["Land_HelipadSquare_F", 0, []]], ["InitSecondaryStructure.sqf", "InitHeliH.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _heliH = _type; _type = _type + 1; _heliHL = _heliH; if ( isClass(configFile >> "cfgVehicles" >> "PortableHelipadLight_01_red_F") && isClass(configFile >> "cfgVehicles" >> "Windsock_01_F")) then { structDefs set [_type, ["Heli H (Lights)", 10, siBoth, false, false, 10, 5, 15, [["Land_HelipadSquare_F", 0, []], ["PortableHelipadLight_01_red_F", 0,[-7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[-7,7,0]], ["PortableHelipadLight_01_red_F", 0,[7,7,0]], ["Windsock_01_F", 0,[10,10,0]]], [["Land_HelipadSquare_F", 0, []], ["PortableHelipadLight_01_red_F", 0,[-7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[-7,7,0]], ["PortableHelipadLight_01_red_F", 0,[7,7,0]], ["Windsock_01_F", 0,[10,10,0]]], ["InitSecondaryStructure.sqf", "InitHeliH.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _heliHL = _type; _type = _type + 1; }; structDefs set [_type, ["Razorwire", 20, siBoth, false, false, 10, 5, 15, [["Land_Razorwire_F", 0, []]], [["Land_Razorwire_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Bag Fence", 40, siBoth, false, false, 10, 5, 15, [["Land_BagFence_Long_F", 0, []]], [["Land_BagFence_Long_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Bag Fence (round)", 40, siBoth, false, false, 10, 5, 15, [["Land_BagFence_Round_F", 180, []]], [["Land_BagFence_Round_F", 180, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Small Bag Bunker", 100, siBoth, false, false, 10, 5, 15, [["Land_BagBunker_Small_F", 180, []]], [["Land_BagBunker_Small_F", 180, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Camo Net Large", 20, siBoth, true, false, 10, 0, 15, [["CamoNet_BLUFOR_big_F", 0, []]], [["CamoNet_OPFOR_big_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _camoNetLarge = _type; _type = _type + 1; structDefs set [_type, ["Lights", 10, siBoth, true, true, 10, 5, 15, [["Land_LampAirport_F", 90, [],[0,0,1]]], [["Land_LampAirport_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _lights = _type; _type = _type + 1; structDefs set [_type, ["Live Feed Display", 100, siBoth, false, false, 10, 5, 15, [["Land_Billboard_F", 0, [],[0,0,1]]], [["Land_Billboard_F", 0, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "InitLiveFeed.sqf"],_type,0,0,0]]; _type = _type + 1; _chill = [["Land_CampingTable_F", 0,[0,0,0]], ["Land_Sink_F", 0, [3,4,0]], ["Land_CampingChair_V2_F", 94,[1.5,0,0]], ["Land_CampingChair_V2_F", -93,[-1.5,0,0]], ["Land_CampingChair_V2_F", 2,[0.5,0.75,0]], ["Land_CampingChair_V2_F", -3,[-0.5,0.75,0]], ["Land_CampingChair_V2_F", 182,[0.5,-0.75,0]], ["Land_CampingChair_V2_F", 183,[-0.5,-0.75,0]], ["Land_Camping_Light_F", 0,[0,0,1.0]], ["Land_CampingTable_F", 0,[0,-3,0]], ["Land_CampingChair_V2_F", 94,[1.5,-3,0]], ["Land_CampingChair_V2_F", -93,[-1.5,-3,0]], ["Land_CampingChair_V2_F", 2,[0.5,-3 + 0.75,0]], ["Land_CampingChair_V2_F", -3,[-0.5,-3 + 0.75,0]], ["Land_CampingChair_V2_F", 182,[0.5,-3 -0.75,0]], ["Land_CampingChair_V2_F", 183,[-0.5,- 3-0.75,0]], ["Land_Camping_Light_F", 0,[0,-3,1.0]], ["Fridge_01_closed_F", 0,[1.5,4,0]], ["Fridge_01_closed_F", 0,[0.9,4,0]], ["Land_Portable_generator_F", 0,[0.9,5,0]], ["Land_TablePlastic_01_F", 0,[-2.0,4,0]], ["Land_WaterCooler_01_new_F",0, [-0.0,4,0.0]], ["Land_WaterCooler_01_new_F", 0,[-0.5,4,0.0]], ["Land_FlatTV_01_F", -20,[-2.5,4.2,1.0]], ["Land_Camping_Light_F", 0,[-1.7,4,1.0]], ["Land_Garbage_square5_F",0, [0,0,0.0]], ["Land_WheelieBin_01_F", 0,[-3.7,4,0.0]], ["Land_ClutterCutter_large_F", 0,[-3,-3,0.0]], ["Land_ClutterCutter_large_F", 0,[3,-3,0.0]], ["Land_ClutterCutter_large_F", 0,[-3,3,0.0]], ["Land_ClutterCutter_large_F", 0,[3,3,0.0]], ["Land_ClutterCutter_large_F", 0,[0,0,0.0]], ["Land_FieldToilet_F",180, [-4,6,0.0]], ["Land_Noticeboard_F",0, [-4,-6,0.0]], ["Land_PartyTent_01_F", 0, [0,0,0]] ]; structDefs set [_type, ["Tactical Chillout Zone", 100, siBoth, false, false, 10, 5, 15, _chill, _chill, ["InitSecondaryStructure.sqf", "InitChillout.sqf"], ["InitChillout.sqf","AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structMatrix = [ [], [] ]; structsBuilt = [ [], [] ]; structTimes = [ [], [] ]; _index = 0; _count = count structDefs; for [ {_index=0}, {_index<(count structDefs)}, {_index=_index+1}] do { (structMatrix select siWest) set [_index, []]; (structMatrix select siEast) set [_index, []]; (structsBuilt select siWest) set [_index, 0]; (structsBuilt select siEast) set [_index, 0]; (structTimes select siWest) set [_index, 0]; (structTimes select siEast) set [_index, 0]; }; structsRespawn = [stComm, stBarracks, stLight, stHeavy, stAir, stMarina]; structsCritical = [stBarracks, stLight, stHeavy, stComm, stAir]; structsFactory = [stBarracks, stLight, stHeavy, stAir, stMarina]; structsAcronyms = []; structsAcronyms set [stComm, "CC"]; structsAcronyms set [stBarracks, "B"]; structsAcronyms set [stLight, "LF"]; structsAcronyms set [stHeavy, "HF"]; structsAcronyms set [stAir, "AF"]; structsAcronyms set [stMarina, "MA"]; structsMarkers = ["mil_dot", "mil_warning"]; // do server stuff only if ( isServer) then { // BASE TEMPLATES // format [type, timeBuild, posRelMhq, dirBuilder] // dirBuilder is the direction the builder faces when building the structure // use negative timeBuild values to let AI comm decide by current income/money // e.g. -2 = build if income/totalmoney twice the average price of units/vehicles in factory bdType = 0; bdTime = 1; bdPos = 2; bdDir = 3; bdFindEmpty = 4; bdNightOnly = 5; baseDefs = []; _base = []; _prims = []; _prims set [count _prims, [stBarracks, 0, [-50, 0], 90, true, false]]; _prims set [count _prims, [stComm, 0, [0, 25], 90, true, false]]; _prims set [count _prims, [stLight, 0, [50, 0], 270, true, false]]; _prims set [count _prims, [stHeavy, -1.0, [50, -50], 0, true, false]]; _prims set [count _prims, [stAir, -1.0, [0, 50], 0, true, false]]; _prims set [count _prims, [stHospital, -1.0, [0, -40], 180, true, false]]; _prims set [count _prims, [stHeavy, -3.0, [-50, -50], 0, true, false]]; _base set [0, _prims]; _secs = []; _secs set [count _secs, [_camoNetLarge, 0, [0, 0], 90, false, false]]; _secs set [count _secs, [_lights, 1*60, [-30, -30], 45, false, true]]; _secs set [count _secs, [_lights, 1*60, [30, -30], 315, false, true]]; _secs set [count _secs, [_lights, 1*60, [-30, 30], 135, false, true]]; _secs set [count _secs, [_lights, 1*60, [30, 30], 225, false, true]]; _secs set [count _secs, [stwall, 1, [5, 0], 90, false, false]]; _secs set [count _secs, [stwall, 1, [-7, 0], 90, false, false]]; _secs set [count _secs, [stwall, 1, [0, 5], 0, false, false]]; _secs set [count _secs, [stwall, 1, [0, -13], 0, false, false]]; _secs set [count _secs, [_heliHL, 10*60, [-75, 40], 270, true, false]]; _secs set [count _secs, [_heliHL, 10*60, [75, 40], 90, true, false]]; _secs set [count _secs, [_heliHL, 10*60, [-50, 75], 270, true, false]]; _secs set [count _secs, [_heliHL, 10*60, [50, 75], 90, true, false]]; _secs set [count _secs, [stAARadar, 60*60, [150, 150], 0, true, false]]; if (_st_mg_pod != stNone ) then { _secs set [count _secs, [_st_mg_pod, 15*60, [125, 0], 90, true, false]]; _secs set [count _secs, [_st_mg_pod, 15*60, [-125, 0], 330, true, false]]; _secs set [count _secs, [_st_mg_pod, 15*60, [0, -120], 180, true, false]]; _secs set [count _secs, [_st_mg_pod, 15*60, [0, 120], 0, true, false]]; }; if ( _st_aa_pod != stNone ) then { _secs set [count _secs, [_st_aa_pod, 25*60, [-100, 100], 315, true, false]]; _secs set [count _secs, [_st_aa_pod, 25*60, [100, 100], 45, true, false]]; _secs set [count _secs, [_st_aa_pod, 25*60, [-100, -100], 225, true, false]]; _secs set [count _secs, [_st_aa_pod, 25*60, [100, -100], 135, true, false]]; }; if ( _st_at_pod != stNone ) then { _secs set [count _secs, [_st_at_pod, 25*60, [-125, 125], 315, true, false]]; _secs set [count _secs, [_st_at_pod, 25*60, [125, 125], 45, true, false]]; _secs set [count _secs, [_st_at_pod, 25*60, [-125, -125], 225, true, false]]; _secs set [count _secs, [_st_at_pod, 25*60, [125, -125], 135, true, false]]; }; _base set [1, _secs]; baseDefs set [count baseDefs, _base]; }; So you don't have to look for the changes I made...1.) Changed all of the factories to the A2 Warfare types. Mainly for nostalgic reasons.2.) Changed Comm Center model to smaller tower. Mainly to help keep AI Helicopters from killing themselves. Changed light poles to be more distinctive to compensate and make bases a bit easier to recon with the absence of the huge tower. 3.) Gave AI commander access to build the Field Hospital in the base.4.) Added CUP Turret-type Artillery to Support Build Menu. (I think I'll remove it as it's kind of OP and broken.)5.) Added some of the Huron Containers/Taru Pods to Support Build Menu. Plan on adding the ammo box containers after I figure out how to limit the arsenal they default to spawning with.Now to get to the point... The Huron/Taru support containers are *really* overpowered at the moment since they can Repair/Refuel/Rearm without incurring a support cost. I tried to figure out on my own how to attach your support scripting to the containers, but didn't see how to.Could you point me in the right direction? Share this post Link to post Share on other sites
Muecke 114 Posted August 4, 2016 @ crcerror1970 You can have a look at Common\InitUnitTypes.sqf where you can find the support stuff for both sides. P.S You should rename your edited version to avoid konfusion to other players. Make sure to give credtis to the authors. Also checkout the crCTI Proman in workshop to have less work with including CUP stuff. Share this post Link to post Share on other sites
dvdbrewster 12 Posted August 5, 2016 I need to stop the ai command from buying c 130's. MayB the East side will not.. Also R31 RHS WEST Marinas build the MK xx ' special ops boat ' and it spawns on top of the marina pier, and will not drive off of it. Needs adjusting, itsa nice boat for Tanoa Islands. Share this post Link to post Share on other sites
thhamm 53 Posted August 9, 2016 Hi there, thanks for the input (and sorry for the late reply): 1.) Changed all of the factories to the A2 Warfare types. Mainly for nostalgic reasons. Yeah, have the same idea. I think i'll add a simple test if i have the time so they get used automatically whenever they're available. 5.) Added some of the Huron Containers/Taru Pods to Support Build Menu. Plan on adding the ammo box containers after I figure out how to limit the arsenal they default to spawning with.Now to get to the point... The Huron/Taru support containers are *really* overpowered at the moment since they can Repair/Refuel/Rearm without incurring a support cost. I tried to figure out on my own how to attach your support scripting to the containers, but didn't see how to.Could you point me in the right direction? Okay, for now there's one script that could handle "support structures" in general and one separate script only for "Hospital". This should work if you just add the script to the list that get executed client side only, like this: (I call it support container for now): structDefs set [_type, ["Support Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Repair_F", 0, []]], [["Land_Pod_Heli_Transport_04_repair_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "InitSupportStructure.sqf"],_type,0,0,0]]; So that container should have the "usual" crCTI actions for Repair/Heal/Rearm and no Vanilla-Cargo. You can add more scripts to separate Medical/Fuel etc. stuff and add custom cargo. Hope that helped. Share this post Link to post Share on other sites
thhamm 53 Posted August 9, 2016 I need to stop the ai command from buying c 130's. MayB the East side will not.. Also R31 RHS WEST Marinas build the MK xx ' special ops boat ' and it spawns on top of the marina pier, and will not drive off of it. Needs adjusting, itsa nice boat for Tanoa Islands. What. AI shouldn't buy ANY planes never ever in my version, if commanded by AI, Unless you explicity tell them to. That's odd. Boat/Marina i'll check. 1 Share this post Link to post Share on other sites
dvdbrewster 12 Posted August 10, 2016 What. AI shouldn't buy ANY planes never ever in my version, if commanded by AI, Unless you explicity tell them to. That's odd. Boat/Marina i'll check. Thats what I would think. BTW any news of new Vanilla Resistance Factions ? BTW I managed a download here of r32. The repair Truck works great.. I wish it was available in west factories (ALL). Instead of choosing ALL factions.! Share this post Link to post Share on other sites
thhamm 53 Posted August 18, 2016 New Version: 1.19 r37 (24.8.2016) Downloads: http://www.vsbw.de/~arma/ http://steamcommunity.com/sharedfiles/filedetails/?id=713560526 Changes: If deathmessages disabled, display hint if friendly player dies Display hint if friendly player respawns Add "Eject Yourself" action to all air vehicle crew (with parachute) Fix flickering markers if ground radar active and map picture requested Reworked town markers, inner circle shows flag capture radius, outer circle AI spawn radius / outer limit for placing statics in towns (if restricted) Minor AI commander fix Add hint if 'renegade' (i.e.: 'enemy' to all, rating below -2000, after friendly fire). Adjust rating over time until not 'renegade' anymore and display time pending A3: Reworked equipment menu A3: Increase equipment template count A3: Fix equipment template save glitch A3: Fix compatibility with new difficulties system Cleanups 3 Share this post Link to post Share on other sites
CRCError1970 14 Posted August 19, 2016 Thanks very much for the help. Looking at your solution... I'm kinda surprised I didn't figure that out myself seeing as the Field Hospital is a support structure and has a similar script attached to it. As far as renaming the mission... I do that when I edit things, but I do not distribute any missions based on other people's work without first asking permission. Even if the authors say it's ok, I still ask.I only edit them for myself and close friends for use on a private server. :) 1 Share this post Link to post Share on other sites
CRCError1970 14 Posted August 25, 2016 Hey, did you add a new behavior regarding the AI placing explosives on the map?I just made Nogova into a crCTI map and today while playing I saw at least 2 explosives icons that neither me or my brother had placed. Share this post Link to post Share on other sites
thhamm 53 Posted August 25, 2016 Hey, did you add a new behavior regarding the AI placing explosives on the map? I just made Nogova into a crCTI map and today while playing I saw at least 2 explosives icons that neither me or my brother had placed. no, nothing scripted in that regard. so they placed satchels/mines or what? using any AI mod? if you like, send me the nogova mission.sqm, then i can add it to the archive. Share this post Link to post Share on other sites