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Benny.

[SP/MP] BeCTI

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Just given this a quick try it worked fine for me. I did a select all > copy from altis to chernarus in the editor, ensured that everything (including the spawn/respawn markers) was within the map boundaries and not over water, saved, copied everything bar the mission.sqm from the altis mission folder to the new chernarus mission folder, reloaded the chernarus mission in the editor, selected a playable unit, hit preview and voila!

Having said that my guess is that when you were renaming the towns, you accidentally deleted a comma or something and it had a hissy fit.

I want to try this with the AIA TP on Utes ( always liked this small island ). Copy all of the game logic (and carefully rename the towns with out screwing up the syntax), copy all the markers and respawns and make all the units playable in the editor. Save the mission and copy only the mission.sqm into the folder with the scripts? Will this work? Are there any other changes needed in the configs and so forth?

Any help greatly appreciated and many thanks to Benny and others who have contributed to this game mode. Has provided many hours of fun.

Oh and I registered in 09 and this is my first post. I am more of a reader than poster.

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I want to try this with the AIA TP on Utes ( always liked this small island ). Copy all of the game logic (and carefully rename the towns with out screwing up the syntax), copy all the markers and respawns and make all the units playable in the editor. Save the mission and copy only the mission.sqm into the folder with the scripts? Will this work? Are there any other changes needed in the configs and so forth?

Any help greatly appreciated and many thanks to Benny and others who have contributed to this game mode. Has provided many hours of fun.

Oh and I registered in 09 and this is my first post. I am more of a reader than poster.

You'll need to make the changes in the CTI logic flag you'll see on the map. It holds some town info. Best way is to copy everything but the towns and spawn points, and then copy town0 and spawn0 and just serialize the new ones accordingly. (Way less clutter) You'll also want to be sure to change who green team is hostile to, otherwise as soon as you get some kills, your AI team will turn on you. You can do that in mission settings in the editor. Also, you'll have to make all your units playable again, which is a huge pain in the ass.

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You'll need to make the changes in the CTI logic flag you'll see on the map. It holds some town info. Best way is to copy everything but the towns and spawn points, and then copy town0 and spawn0 and just serialize the new ones accordingly. (Way less clutter) You'll also want to be sure to change who green team is hostile to, otherwise as soon as you get some kills, your AI team will turn on you. You can do that in mission settings in the editor. Also, you'll have to make all your units playable again, which is a huge pain in the ass.

Thanks. Everything worked fine. I have a playable version for Utes. I would like to do some final tweaking and then if possible post it here for others to use.

It needs some polish. Sorry if I am retreading old territory.

1. What are recommendations for tweaking the scripts for a smaller map, ie. adjustable parameters for each town, number of independents per town, and a smaller range for the display banner for each town (Sari modified).

2. Can I reduce the total number of AI the commander will spawn with some type of limit parameter. Utes can be easily swamped with both east and west pumping out bots.

3. @Sari - Can you explain what exactly this script does: this setVariable ["Towns_Removed XXX",["Town name", "etc.",] When I moved the town game logics I just replaced the names with the ones from Utes and deleted the rest. I only used 11 so I also changed the total to 11 in the script. I am wondering if I need to adjust the numbers in each town to match this script more appropriately.

4. Lastly once I finish this I would like to post it. Would this offend anybody?

This runs fine with MCC4 and Zeus. I have been having fun in SP just claiming the map against independents. One things for sure that with the small size of Utes you need to move fast and build your base and the fighting is fast. I use Zeus for some occasional AI maintenance.

Fun stuff.

Thanks

Edited by mjolner

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1 and 2) params such as AI: unit limit and TOWNS: resistance/occupation difficulty should help keep AI numbers in check. If you need more fine control youll have to fiddle the values of the params themselves. One other thing you could do is have a look at server > functions > server_spawntownresistance/occupation (I think) and there should be a variable in there that manages the size of each town group (should be 6 by default, 12 in stock becti).

Quick note regarding parameters in general, the parameters.hpp file only works in mp, in sp/editor it takes the values in init_commonconstants as default.

3) That logic is for the town template feature - allows you to disable certain towns depending on the parameter setting, more useful for larger maps where you only want to use half the map there should be a tutorial in common > init > init_locations for how to set it up for another map

4) Post away :)

As per usual, on phone, all of the above is from memory so may not be 100% accurate.

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1. What are recommendations for tweaking the scripts for a smaller map, ie. adjustable parameters for each town, number of independents per town, and a smaller range for the display banner for each town (Sari modified).

With the smaller map, you'll need to take things into account like starting spawn distance, towns spawn range, towns protection range, towns defense spawn range, etc. For instance, it'd be pretty crappy to have towns spawn 800 m out on utes. You'd spawn half the island just starting the game. Also be sure to adjust town value accordingly. It's not going to go well if all the towns are set at a value of 50 or all set to 500. Personally, on smaller map games like utes, I prefer a town respawn range of as large as the map to facilitate quick and heavy PVP action. Also, on the banner, that's not quite how it works. You won't increase or decrease it's size, but instead town values. The speed at which it increases and decreases is dependent on the value of the given town.

2. Can I reduce the total number of AI the commander will spawn with some type of limit parameter. Utes can be easily swamped with both east and west pumping out bots.

In the MP lobby, you can just click remove AI or no AI (can't remember exactly what the button is called) to remove them all, then click on the slots you want to add them back individually.

You can also effectively do the same a bit more permanently by just deleting the units in the editor.

4. Lastly once I finish this I would like to post it. Would this offend anybody?

Thanks

I can even offer you a place to host it, if you'd like.

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1 and 2) params such as AI: unit limit and TOWNS: resistance/occupation difficulty should help keep AI numbers in check. If you need more fine control youll have to fiddle the values of the params themselves. One other thing you could do is have a look at server > functions > server_spawntownresistance/occupation (I think) and there should be a variable in there that manages the size of each town group (should be 6 by default, 12 in stock becti).

Quick note regarding parameters in general, the parameters.hpp file only works in mp, in sp/editor it takes the values in init_commonconstants as default.

3) That logic is for the town template feature - allows you to disable certain towns depending on the parameter setting, more useful for larger maps where you only want to use half the map there should be a tutorial in common > init > init_locations for how to set it up for another map

4) Post away :)

As per usual, on phone, all of the above is from memory so may not be 100% accurate.

I can even offer you a place to host it, if you'd like.

Thanks for the info, I plan on working on this tomorrow and tweaking and fine tuning the map as best I can with my meager skills.

@TheCapulet, would be awesome if you could host it. I will upload as soon as I get an acceptable version.

EDIT: Ok, played around a few hours with the game and setting different parameters. Things are starting to click. I guess I should fully understand BECTI before I start editing a mission. The CTI_logic flag settings make sense as do the number of AI on the map.

Edited by mjolner

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Thanks for the info, I plan on working on this tomorrow and tweaking and fine tuning the map as best I can with my meager skills.

@TheCapulet, would be awesome if you could host it. I will upload as soon as I get an acceptable version.

EDIT: Ok, played around a few hours with the game and setting different parameters. Things are starting to click. I guess I should fully understand BECTI before I start editing a mission. The CTI_logic flag settings make sense as do the number of AI on the map.

Just pop me a PM or add me on steam. ( http://steamcommunity.com/id/TheCapulet/ ) I'll throw it up as soon as you're done.

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I've been playing some BE CTI recently, and I'm wondering what "salvage trucks" are for. They don't quite seem to work. I don't get an action menu item for them, and they don't seem to repair anything on their own, so how do they work?

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I've been playing some BE CTI recently, and I'm wondering what "salvage trucks" are for. They don't quite seem to work. I don't get an action menu item for them, and they don't seem to repair anything on their own, so how do they work?

The salvage trucks don't repair anything, they salvage destroyed vehicles for money. Drive one upto a wreck (bar the hq) - the wreck should disappear and a hint should pop up crediting you with a percentage (25%?) of the original vehicles value. The rest of the team also gets a small percentage (5-10%?) each as well. If you buy an independent salvager then it will automatically roam around base for wrecks upto a preset limit (700m?), crediting the team with the smaller percentage when it salvages. Quite useful if someone shoots down/crashes a jet/gunship near base!

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Wow, I'm honoured (as im sure the others are)! I'll get on it the second I get home! Not had a lot of time for arma lately but I'll try to make some time to get on your server :)

edit: encountered some unexpected compliations along the way, but here's a link to the 64 player Altis file:

https://www.sendspace.com/file/6dy6o9

Its a bit rushed but I've given it a quick spin and it seems to be behaving. I've also put a quick fix in regarding an error in the AI commanders handling of HQ deployment, will have to update the rest of the files later on. Let me know if theres any issues or if you want any other maps doing :)

btw. one CHIMERA server is running it

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I finished a Utes version.

Here is a link:

BECTI 0.97 Utes

I also posted it to STEAM.

I spent a lot of time adjusting all the bunkers and camps in the town locations so that they make sense and aren't colliding with other terrain pieces. All seems pretty good. I play tested and the Base spawns seem well placed. Also placed some extra lighting where needed. Some of the fields of fire are brutal and the independent's artillery can be a major pain in the arse early on. The USS Khe Sanh is not currently a strategic location, if someone has an idea as how to do it I will gladly add it in.

All in Arma Terrain pack by .kju needed for Utes.

If anyone uses it please feel free to make suggestions for any needed changes.

Thanks to TheCapulet and Sari for help.

Edited by mjolner

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Ha ha - kitties always want to help out! :p

Going slightly off topic here but my flatmate has come up with an ingenious solution for stubborn kitties.

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Sorry for the noobish question, but can anyone please tell me what's the best way to play this in single player mode? Thanks!

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Hey I'm not sure if this is where I ask this but i would like to make one of the player slots into a explosive specialist I can't get it to work when I change it in the mission folder I crashes the game when I run it with a file size error any ideas in how it fix this

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Sorry for the noobish question, but can anyone please tell me what's the best way to play this in single player mode? Thanks!

Plonk mission file in (sp)missions folder, hit play?

Hey I'm not sure if this is where I ask this but i would like to make one of the player slots into a explosive specialist I can't get it to work when I change it in the mission folder I crashes the game when I run it with a file size error any ideas in how it fix this

Make sure you haven't accidentally deleted/duplicated any brackets, quotation marks etc when replacing the classname. An easier way to do it would be to open the mission up in the editor and change on of the already placed units there.

FYI there are a couple of explosive specialist slots in the files I've uploaded (page 53, post 524), not that they really do anything special yet...

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Thank you I'm not that skilled at modding I like the explosive spec. because I sometimes accidentally place charges and need to move them during the game i.e. need to move an ambush site

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Any plans to be able spawn at the captured city's and being able to keep you're gear load out each time you die

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Any plans to be able spawn at the captured city's and being able to keep you're gear load out each time you die

Using Sari's Edition, edit the parameters file to include higher town respawn range. Boost it to something like 4k or 6k so you can spawn to a town from just about anywhere.

Also, you should be able to keep your gear on death already. Check the params and make sure you don't have any gear respawn penalties on that would remove it.

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