ZertyKchan 14 Posted November 14, 2013 anyway, i just want to complain about building factories "bases" !! u can build any building one time only and the destine is 500m away from the barracks only! can u explain why? Only if the barrack is the first built building. The base area center is defined by the position of the first built building, the barack in this case. If you want to modify the parameters related to base building, those can be found in the Common/InitCommonConstants.sqf file. Share this post Link to post Share on other sites
Benny. 15 Posted November 14, 2013 Thanks Benny! This is the best missions ever created for Arma! Any chance we can have airdropped reinforcements for the player as this would take the hassle out of waiting for your troops to get to your position miles away.:) Thanks :) Why not, but this shall only work near a town. Hi Benny, thank's for the new version! i love it..anyway, i just want to complain about building factories "bases" !! u can build any building one time only and the destine is 500m away from the barracks only! can u explain why? thank you That's the base area. This was introduced to prevent scattered bases and to make bases more interesting. Share this post Link to post Share on other sites
-S.CITY-BroTox 10 Posted November 14, 2013 Thanks :)Why not, but this shall only work near a town. That's the base area. This was introduced to prevent scattered bases and to make bases more interesting. Thats true, but i think is to easy to kill them. When i attacking a town with APC i can see the towndefense from miles away and burn them out in seconds. its mutch more fun to fight in the middle of the citiy ;-) Ok, but is often heared form commanders they want to build a second Base near a Airbase for example. Maybe its a good idea for a new paramater. greetings BroTox Share this post Link to post Share on other sites
chrispottsov1987 1 Posted November 14, 2013 Enjoying the .97 version. Has a lot of improvements. I have two bugs to report. 1. The new filter Arty magazines to remove mines, does not work. Any Arty tank spawned has the mines in them. I did not try using the new Arty call interface, I was simply inside the vehicle using Arty comp. 2. Deleting factories, although this works to remove the buildings, it has been reported by some of my admins, that the base itself is not deleted when the last factory is. You can only rebuild in the same spot as the last base. As the base itself is still considered active, even though no buildings. This prevents commanders shutting down an earlier base, and moving it across the map to a new location where it can be of more use to fight the other team / take towns. Thanks for all the hard work so far. To both Benny and Zerty, your collaboration has made this one hell of a map, and its only getting better. On behalf of myself and all the other guys at GunnysWarhouse. Share this post Link to post Share on other sites
ManuSLetuM 10 Posted November 14, 2013 Thank Benny for the response about base area. Is it possible to have a parameter so that will allow a base to be built anywhere as long as it is near a captured town? So maybe instead of 650m from the last base building, make it like within 500m of a captured town? Also do you have plans for putting in the ability to use the service menu in a town once it is captured? Along with the ability to purchase basic infantry and basic light vehicles in captured towns? Share this post Link to post Share on other sites
Lagussi 9 Posted November 14, 2013 Thank you, Benny, for all your efforts! I've been playing different BE Warfare and CTI editions since, uh, year zero now, and these missions definitely are the most ones I play nowadays. The question: bug reports (I personally btw don't like the term bug as it's used so widely nowadays, I'd call it defect or failure), feature requests, support requests, questions, you-name-it, are mushrooming now here and there. What about to start to utilize dev-heaven's Issue Tracker (or similar) again to capture these and store and manage centralized? Share this post Link to post Share on other sites
Baskerville 10 Posted November 14, 2013 You know that scan for empty vehicles in common constants? The one set to 15 seconds. How much would that impact server performance? Share this post Link to post Share on other sites
chrispottsov1987 1 Posted November 14, 2013 You know that scan for empty vehicles in common constants? The one set to 15 seconds. How much would that impact server performance? TBH I doubt you would really notice any difference in with this setting. As long as a script does not run constantly then it should cause no lag. Any slight performance loss due to this script or the delete empty vehicles function running, will be nothing compared to what would be caused very quickly by having lots of empty/destroyed vehicles dotted around the map. Share this post Link to post Share on other sites
bohicafool 12 Posted November 14, 2013 (edited) Thanks :)Why not, but this shall only work near a town. That's the base area. This was introduced to prevent scattered bases and to make bases more interesting. Cant wait and keep up this fantastic work! And how can i play commander in single player? Edited November 14, 2013 by bohicafool Share this post Link to post Share on other sites
warjager 0 Posted November 14, 2013 Got a problem trying it in solo (lan multiplayer game mode). I choose to be Bluefor commander, set ai to enabled. I started the game (on Altis and Stratis for the test), but after 30 min or so of gameplay, it didnt seem that Opfor is doing anything at all. I cannot confirm it, cause i dint have visual on their base. I dont know if im supposed to see or not some red flag poping up when opfor is capturing city, but after 30 or 40 min of gameplay, it only showed green flag all over the map (minus the blue one ive already captured). Also, is there a way to setup resistance difficulty in neutral city?? Share this post Link to post Share on other sites
onlyonejourney 12 Posted November 15, 2013 @warjager. Enable opfor(opposing team) Commander and at least 2+ AI teams. Also give them plenty of money(parameters) so they can get started. This is the only way I ever see them in reasonable time. I play blufor commander/no AI teams against opfor commander+2 AI teams- on stratis. Altis will probably need like 3 or 4 teams minimum.. don't over kill with teams unless you have some enable on yourside or prepare to be raped. If they don't have plenty of starting money, you will wait a long time for opfor to acquire enough to really see action Share this post Link to post Share on other sites
Baskerville 10 Posted November 15, 2013 TBH I doubt you would really notice any difference in with this setting. As long as a script does not run constantly then it should cause no lag.Any slight performance loss due to this script or the delete empty vehicles function running, will be nothing compared to what would be caused very quickly by having lots of empty/destroyed vehicles dotted around the map. Usually have the vehicle cleanup on, was just wondering whether or not it was necessary to have it a check all vehicles on the map every 15 seconds. Share this post Link to post Share on other sites
Sari 18 Posted November 15, 2013 Had a quick flick through the last couple of pages and I don't think this has been mentioned: On some rounds all Indie vehicles in towns explode on spawn. Doesn't seem to happen to east/west town occupation vehicles. Not quite managed to pin down a common denominator as to why it only happens on some rounds yet, but it could be something to do with one of the parameters - the one that springs to mind that we have been changing is the economy town occupation, however i don't have proof :( Also if its of any worth, you can break people out of jail with vehicles/choppers (yeah we got a bit bored at one point!). Granted the person still gets teleported back at the end but maybe place a 2nd ring of walls and a roof? :p Aside from that .97 is a great improvement :) Share this post Link to post Share on other sites
Benny. 15 Posted November 15, 2013 BroTox;2557045']Thats true' date=' but i think is to easy to kill them. When i attacking a town with APC i can see the towndefense from miles away and burn them out in seconds. its mutch more fun to fight in the middle of the citiy ;-) Ok, but is often heared form commanders they want to build a second Base near a Airbase for example. Maybe its a good idea for a new paramater. greetings BroTox[/quote'] I'll rework the way the defense spawn asap (gonna try to make them spawn near doors and stuff). Base area param is already in but it was skipped somewhat :D Enjoying the .97 version. Has a lot of improvements. I have two bugs to report. 1. The new filter Arty magazines to remove mines, does not work. Any Arty tank spawned has the mines in them. I did not try using the new Arty call interface, I was simply inside the vehicle using Arty comp. 2. Deleting factories, although this works to remove the buildings, it has been reported by some of my admins, that the base itself is not deleted when the last factory is. You can only rebuild in the same spot as the last base. As the base itself is still considered active, even though no buildings. This prevents commanders shutting down an earlier base, and moving it across the map to a new location where it can be of more use to fight the other team / take towns. Thanks for all the hard work so far. To both Benny and Zerty, your collaboration has made this one hell of a map, and its only getting better. On behalf of myself and all the other guys at GunnysWarhouse. I'll have a look as I had no problems with it the last time i've checked. I've fixed #2, selling was skipping the area update cycle. There's more to come starting by wide town-to-town patrols :D Thank Benny for the response about base area.Is it possible to have a parameter so that will allow a base to be built anywhere as long as it is near a captured town? So maybe instead of 650m from the last base building, make it like within 500m of a captured town? Also do you have plans for putting in the ability to use the service menu in a town once it is captured? Along with the ability to purchase basic infantry and basic light vehicles in captured towns? It's possible. Yes i'll add the town servicing feature in the next version. I'll see about the reinforcement from towns as I wana experiment a few stuff with it. Thank you, Benny, for all your efforts! I've been playing different BE Warfare and CTI editions since, uh, year zero now, and these missions definitely are the most ones I play nowadays.The question: bug reports (I personally btw don't like the term bug as it's used so widely nowadays, I'd call it defect or failure), feature requests, support requests, questions, you-name-it, are mushrooming now here and there. What about to start to utilize dev-heaven's Issue Tracker (or similar) again to capture these and store and manage centralized? Thanks, yeah a bug tracker would be nice. Cant wait and keep up this fantastic work! And how can i play commander in single player? Atm you have to edit the mission in order to do that (mark the Officer as the player in the editor). I'll be adding ingame teamswaping feature for SP soon. Got a problem trying it in solo (lan multiplayer game mode). I choose to be Bluefor commander, set ai to enabled. I started the game (on Altis and Stratis for the test), but after 30 min or so of gameplay, it didnt seem that Opfor is doing anything at all. I cannot confirm it, cause i dint have visual on their base. I dont know if im supposed to see or not some red flag poping up when opfor is capturing city, but after 30 or 40 min of gameplay, it only showed green flag all over the map (minus the blue one ive already captured). Also, is there a way to setup resistance difficulty in neutral city?? Hmm I had some great fights with opposing AI teams during my tests, some confirmation would be great :) I'll add resistance difficulty asap. Usually have the vehicle cleanup on, was just wondering whether or not it was necessary to have it a check all vehicles on the map every 15 seconds. It has a non-existant impact. Had a quick flick through the last couple of pages and I don't think this has been mentioned:On some rounds all Indie vehicles in towns explode on spawn. Doesn't seem to happen to east/west town occupation vehicles. Not quite managed to pin down a common denominator as to why it only happens on some rounds yet, but it could be something to do with one of the parameters - the one that springs to mind that we have been changing is the economy town occupation, however i don't have proof :( Also if its of any worth, you can break people out of jail with vehicles/choppers (yeah we got a bit bored at one point!). Granted the person still gets teleported back at the end but maybe place a 2nd ring of walls and a roof? :p Aside from that .97 is a great improvement :) I've had the exploding vehicles too (physx ftw). It happen during the vehicle placement (like the blufor truck) where the vehicle is created but the rear or the front spawn underground, the velocity (to fix it up) kicks in and send the vehicle flying toward mars. I think that I'll add an extra height offset during the spawn of vehicles. I'll pimp the prison :) Share this post Link to post Share on other sites
-S.CITY-BroTox 10 Posted November 16, 2013 (edited) I saw in other Missions AI is going to defense out of houses and towers this would be rocking in BE CTI looks a little more realistic. Edited November 16, 2013 by [S.CITY]BroTox Share this post Link to post Share on other sites
bluechip 10 Posted November 17, 2013 I like a lot of these ideas. I would like to add the following:... In addition, I would like all vehicles purchased to automatically be manned with repair specialists. In the current game, AI drivers are guaranteed to wreck your wheels, and anyone who doesn't bring a rep spec is going to have a bad time. But, it's a pain having to always load them manually. Most of them yes. 2. The orders shall come from the commander, a TL cannot and shouldn't be able to decide. 4. The problem is that there is so little content regarding defensive structures... There was a good concrete wall model unfortunately it cannot be damaged for some reasons... 6. An excel/good doc spreadsheet could be usefull there to adjust the prices. Regarding vehicles, I think that the AI should be tweaked regarding the driving behaviour, It's kind of carmaggedon. Anyone in a repair truck can repair destroyed structure quite fast (repair/construct speed depends on how many time it was destroyed thought) 2. I understand, now. That makes sense. 4. Can user content be created, or do we have to work with what we have? 6. I scratched together some preliminary figures so we can see how it might look. I think it's doable for all units and could fix some other problems, but some of the unit ranges will need to be modified. I proof-read it, but I was sleep deprived when I wrote it, so sorry if it's unreadable: http://pastebin.com/6daXBa2W Regarding vehicles, I didn't know the AI could be tweaked. There's some other ways the AI could be more autonomous drivers, if it's possible, such as making them impervious to crash damage with inanimate objects, and teleporting them 10 meters back when they get stuck. Even then, I would still replace all crewmen with repair specialists. It would be a lot easier for them to spawn that way. This wouldn't be far from reality, as crewmen are trained to perform maintenance and repairs on their vehicles in the field. Share this post Link to post Share on other sites
bohicafool 12 Posted November 18, 2013 Fantastic! Ok some questions. What can the helicopter hook? And can i move a barracks up to the fromt lines so my ai team mates can spawn near me? Share this post Link to post Share on other sites
-S.CITY-BroTox 10 Posted November 18, 2013 (edited) All vehicles are able to hook, i tryed heavy Tanks and it works ;-) Edited November 22, 2013 by [S.CITY]BroTox Share this post Link to post Share on other sites
bohicafool 12 Posted November 18, 2013 BroTox;2559310']All vehicles are able to hook' date=' i tryed heavy Tanks and it works ;-) bildungspolitische Dont now.[/quote']Thanks but, I fly my heli over the repair truck and no hook in the menu. How do you hook the repair truck. Sorry but am i missing something lol:) Share this post Link to post Share on other sites
spanishsurfer 58 Posted November 18, 2013 (edited) Benny, any chance you could quickly release a "hotfix" to address the Blackfoot/Comanche dominance, currently the #1 issue in the mission. -Hotfix Suggestion- *EASA implementation *Increase the price for a Kajman/Blackfoot to $20,000 BTW, I don't mean to sound pushy or demanding. I'm just a huge fan of BECTI and when I see big balance issues like this it worries me. Mostly because I want BECTI to become a popular mod and I know things like this tend to discourage players from learning the game mode. Thanks for all you do Benny! :) ---------- Post added at 11:17 ---------- Previous post was at 10:11 ---------- 6. I scratched together some preliminary figures so we can see how it might look. I think it's doable for all units and could fix some other problems, but some of the unit ranges will need to be modified. I proof-read it, but I was sleep deprived when I wrote it, so sorry if it's unreadable: http://pastebin.com/6daXBa2W Nice work Bluechip, the only point I will make is that the only problem with attempting to use the real world costs and then applying it to BECTI is that the game does not accurately depict the capabilities of many of the vehicles. A great example is your paragraph on anti air vehicles. In Arma, the range of these vehicles is nerfed and the AA vehicles are almost useless against the gunships. Edited November 18, 2013 by SpanishSurfer Share this post Link to post Share on other sites
BioNova 10 Posted November 18, 2013 (edited) Thanks but, I fly my heli over the repair truck and no hook in the menu. How do you hook the repair truck. Sorry but am i missing something lol:) Are you using the correct chopper for lifting? Last I checked not all choppers were capable. Edited November 18, 2013 by BioNova quote Share this post Link to post Share on other sites
bohicafool 12 Posted November 19, 2013 Are you using the correct chopper for lifting? Last I checked not all choppers were capable. Im using the ghosthawk and i can hook up the repair truck. But the it explodes when i detach it. Is this a bug? Share this post Link to post Share on other sites
spanishsurfer 58 Posted November 19, 2013 Im using the ghosthawk and i can hook up the repair truck. But the it explodes when i detach it. Is this a bug? You're dropping it from to high an altitude. Share this post Link to post Share on other sites
bluechip 10 Posted November 19, 2013 Nice work Bluechip, the only point I will make is that the only problem with attempting to use the real world costs and then applying it to BECTI is that the game does not accurately depict the capabilities of many of the vehicles. A great example is your paragraph on anti air vehicles. In Arma, the range of these vehicles is nerfed and the AA vehicles are almost useless against the gunships. Thanks. I was surprised to find that many of the prices in-game already reflect their real world counterparts. For units with significant differences, perhaps correcting their ranges/capabilities might finally put them in their place, whereas changing the price alone might only fix part of the problem. In the AA section I suggested modifying the ranges/capabilities of the Gunship and Cheetah/Tigris to be more competitive. I'm not sure if it's possible, but it seems it would be. What do you think? Share this post Link to post Share on other sites
spanishsurfer 58 Posted November 19, 2013 (edited) Well, changing the ranges of the weapon systems would be the best way to fix the problem. I compared the Tunguska VS Apache for real world figures. The Tunguska's missile is the SA-19/GRISON and it's maximum range is 8km-10km. The Apache's Hellfire missile range is up to 8km. So for game play purposes I would halve those values and make all mobile ground AA (not to be confused with hand held AA launchers, which should prob have half of that range, 2km) have a range of 4km and all aircraft air 2 ground missile range at 4km as well. It would be great if we could give an edge to attack helicopters of an extra kilometer when other players on the ground are lazing targets for them with a designator and mobile AA platforms a 1 km advantage when within 100m of a team factory, or radar site (when Benny creates one) call it radar bonus. Edited November 19, 2013 by SpanishSurfer Share this post Link to post Share on other sites