squadie 10 Posted April 1, 2014 Ty Spyker and WASP,Went to your server to see,looking forward to updates,Good luck! Share this post Link to post Share on other sites
CHB68 10 Posted April 4, 2014 Could you please advise the actual status of 0.208? Joined your test server tonite but unfortunately only 0.207 was up and we were not able to vote a mission. :icon_wink: Please post 0.208 in your initial posting if available already. Thanks a lot ! Share this post Link to post Share on other sites
dr death jm 117 Posted April 11, 2014 is this mission fully broken? Ive had it on my server for a while , now it gets stuck on respawn at mission start, it never starts? same as above please post 208 or let us know the status. Share this post Link to post Share on other sites
derakoren 12 Posted May 4, 2014 Hello guys, thx for you work on bug searching and sorry for so long time waiting my answer. Now i have time to work on mission and very soon update mission on forum after fix bugs and tests on our server. Not long to wait. Some bugs what i fix in Version 0.208: - Show Respawn Menu on Start - Fixed - Script Optimization Town AI Respawn - Vote Menu work not correct - fixed Share this post Link to post Share on other sites
Emperor 10 Posted May 13, 2014 а Ð°Ð´Ñ€ÐµÑ Ñервера можно в Ñтудию и локально почему то не грузитÑÑ Ð¼Ð¸ÑÑÐ¸Ñ Ð²Ð¸Ñит заÑтавка Share this post Link to post Share on other sites
kremator 1065 Posted May 13, 2014 English on the forums please. Share this post Link to post Share on other sites
DaViSFiT 21 Posted May 14, 2014 Nice to hear about the awaited next version. Would be cool to have headless client someday ;) Share this post Link to post Share on other sites
mk_ultra 10 Posted May 14, 2014 From the tutorial, "You can also click the first icon to the left and press save template to save your current gear for future purchase". I cannot seem to find this icon? Is this function still working? Share this post Link to post Share on other sites
esfumato 75 Posted May 14, 2014 still waiting for a CTI game mode in arma 3... Share this post Link to post Share on other sites
derakoren 12 Posted May 20, 2014 OK Guys, if all be ok and Local test have good end, we start Public test new version 2.08 on our server. What changed, fixed and added in v2.08: - Show Respawn Menu on Start - Fixed - Script Optimization Town AI Respawn - When buy Equipment for AI they save for Player, after Respawn you have AI equipment - fixed - Vote Time Synchronization "Public_Time" - added - Player Data Broadcast Optimization - work not correct - fixed - Public_Time don't write in log - fixed - Vote Menu Work not Correct (After Revoting votemenu hide) - fixed - After Vote Commander end, commander set, then again clear information (Commander not set) - fixed - Need Add Payment Information Title for All - Added - EvenetHandler changed for new Title - Changed - Camp Take faster - Camp Take Payment ($100) - added - Town Take Payment ($1000 + 200 * TownSize) - added - New vehicles - added - Vehicles Data price and Upgrade level - change Share this post Link to post Share on other sites
Spyker 10 Posted May 20, 2014 Hi All, The mission can be checked on our main test server: 193.111.140.248:2332 -=[WASP]=- Test Warfare Server Share this post Link to post Share on other sites
redoverlord 10 Posted May 21, 2014 I just bought ArmA 3 and downloaded this CTI content since i liked CTIs in ArmA2. I'm surely a noob but why i can't place any AI in the players list? the map works fine but i'm alone :j: Since it looks like i'm the only one having this problem, i think i might be missing something very obvious lol thank you for the attention. Share this post Link to post Share on other sites
Spyker 10 Posted May 21, 2014 Hi, You can't set up AIs into the player's slots. It's by design. Share this post Link to post Share on other sites
CIDM 1 Posted May 26, 2014 Played this last night and noticed a few things. 1: Could not get commander menu to open 2: Could not get economy menu to open 3: On base build menu, no options to place anything in defense or walls menu Share this post Link to post Share on other sites
Spyker 10 Posted May 26, 2014 Hi, Played this last night and noticed a few things.1: Could not get commander menu to open 2: Could not get economy menu to open 3: On base build menu, no options to place anything in defense or walls menu Commander and economy menu are still preparing for further use. Defence or walls will be added soon. Share this post Link to post Share on other sites
subminuentisch 10 Posted May 28, 2014 Fun gamemode so far really looking forward to see it progressing further. Would you mind putting in support for TFR ,so you dont loose everything (backpack&its contents) on respawn?The only thing you needed would be tf_no_auto_long_range_radio=true; in the clientsideinit. Share this post Link to post Share on other sites
Spyker 10 Posted May 28, 2014 Fun gamemode so far really looking forward to see it progressing further.Would you mind putting in support for TFR ,so you dont loose everything (backpack&its contents) on respawn?The only thing you needed would be tf_no_auto_long_range_radio=true; in the clientsideinit. What does this option actually do? Share this post Link to post Share on other sites
subminuentisch 10 Posted May 28, 2014 (edited) Task force radio checks the variable on re/spawn in TFAR_fnc_processRespawn.If the variable is set it just aborts the whole process of giving the squadleaders (so basically everyone) Longrangeradios ,they are backpacks with very limited space so your lucky if you keep a rocket. Right now like Numrollen said ,everytime you respawn, taskforce radio just replaces your backpack with a longrangeradio with as much of its contents as possible.Normally your old backpack would be somewhere on the ground on spawn,but for some reason it is not. Edit: Im currently trying to get now items into the shope ,namely all the tfr radios so far i have added according entrys in GUI_WFGear // short form of added entrys case (_idc == 4210) : {"ui_gear_radio_gs"}; ... ... if ( "tf_anprc152" in _BasicItem) then {[4210, "tf_anprc152"] call _SetImage} else {[4210, ""] call _SetImage}; ... ... case "tf_anprc152" : {"tf_anprc152"}; ... ... case 4210 : { { if (_x == _Item) exitWith { _BasicItem set [_forEachIndex, ""] }; } forEach _BasicItem; }; ... ... case (_idc == 4210) : { private["_CanBe","_Num"]; _CanBe = ["tf_anprc152"]; _Num = -1; if (_Item in _CanBe) then { { if (_x in _CanBe) exitWith { _Num = _forEachIndex }; } forEach _BasicItem; _SlotChange = true; if (_Num != -1) then { _PreSell = _PreSell + [_BasicItem select _Num]; _BasicItem set [_Num, _Item]; } else { _BasicItem set [count (_BasicItem), _Item]; }; }; }; and Data_Gear.sqf _Item = [["WP0","tf_anprc152",0,true,false,false], ... I get the items to show up in the shopsystem itself but when i try to buy it its giving me an error at the beginning of the last switch statement even before the radio was checked switch (true) do { case (_idc == 4101) : { private["_CanBe"]; _CanB> Error position: <== 4101) : { private["_CanBe"]; _CanB> Error Generic error in expression Do you guys have some place where i can see how to set up new items or give me a little nudge in the right direction Edited May 28, 2014 by subminuentisch Share this post Link to post Share on other sites
derakoren 12 Posted May 29, 2014 Task force radio checks the variable on re/spawn in TFAR_fnc_processRespawn.If the variable is set it just aborts the whole process of giving the squadleaders (so basically everyone) Longrangeradios ,they are backpacks with very limited space so your lucky if you keep a rocket.Right now like Numrollen said ,everytime you respawn, taskforce radio just replaces your backpack with a longrangeradio with as much of its contents as possible.Normally your old backpack would be somewhere on the ground on spawn,but for some reason it is not. Edit: Im currently trying to get now items into the shope ,namely all the tfr radios so far i have added according entrys in GUI_WFGear // short form of added entrys case (_idc == 4210) : {"ui_gear_radio_gs"}; ... ... if ( "tf_anprc152" in _BasicItem) then {[4210, "tf_anprc152"] call _SetImage} else {[4210, ""] call _SetImage}; ... ... case "tf_anprc152" : {"tf_anprc152"}; ... ... case 4210 : { { if (_x == _Item) exitWith { _BasicItem set [_forEachIndex, ""] }; } forEach _BasicItem; }; ... ... case (_idc == 4210) : { private["_CanBe","_Num"]; _CanBe = ["tf_anprc152"]; _Num = -1; if (_Item in _CanBe) then { { if (_x in _CanBe) exitWith { _Num = _forEachIndex }; } forEach _BasicItem; _SlotChange = true; if (_Num != -1) then { _PreSell = _PreSell + [_BasicItem select _Num]; _BasicItem set [_Num, _Item]; } else { _BasicItem set [count (_BasicItem), _Item]; }; }; }; and Data_Gear.sqf _Item = [["WP0","tf_anprc152",0,true,false,false], ... I get the items to show up in the shopsystem itself but when i try to buy it its giving me an error at the beginning of the last switch statement even before the radio was checked switch (true) do { case (_idc == 4101) : { private["_CanBe"]; _CanB> Error position: <== 4101) : { private["_CanBe"]; _CanB> Error Generic error in expression Do you guys have some place where i can see how to set up new items or give me a little nudge in the right direction Version 0.209 - [Added] Add Payment Function, show on economy bar - [Changed] Town Payment Calculate by Payment function - [Changed] Town Respawn AI Groups Set to Minimal (Light: 1 Group, 0 Vehicle, -1 Heavy) - [Added] Show Upgrade Run - [Added] EventHandler HQ Killed - [Added] EventHandler HQ Damaged - [Added] EventHandler Building Killed - Work Not Correct - [Added] EventHandler Building Damaged - [Added] Get Building Information Function by Type - [Changed] Now Data Folder and Files Opened, give possibility use Weapon, Units and Vehicles addons (Add to my Site Change Config Tutorial) - [Changed] Client Loop repeat every 1/3 second - [Added] Can Run Mission on not Dedicated Server - [Added] AI TeamLeaders - [Added] AI TeamLeaders have main task "TakeTowns" - [Changed] AI Check Nearest Enemy Town to Change Task every 30sec - [Future] AI TeamLeaders Respawn - [Future] Indicate Respawn point Function - [Future] Base and Building Sale Menu Share this post Link to post Share on other sites
Kurrency 10 Posted May 29, 2014 Great job so far guys! I played a little last night. Will you be adding vehicle un-flip? I captured towns with AI but I was not receiving any points or money for capture. I was receiving money for AI kills in towns by my AI. Share this post Link to post Share on other sites
CIDM 1 Posted May 29, 2014 Version 0.209 - [Added] Add Payment Function, show on economy bar - [Changed] Town Payment Calculate by Payment function - [Changed] Town Respawn AI Groups Set to Minimal (Light: 1 Group, 0 Vehicle, -1 Heavy) - [Added] Show Upgrade Run - [Added] EventHandler HQ Killed - [Added] EventHandler HQ Damaged - [Added] EventHandler Building Killed - Work Not Correct - [Added] EventHandler Building Damaged - [Added] Get Building Information Function by Type - [Changed] Now Data Folder and Files Opened, give possibility use Weapon, Units and Vehicles addons (Add to my Site Change Config Tutorial) - [Changed] Client Loop repeat every 1/3 second - [Added] Can Run Mission on not Dedicated Server - [Added] AI TeamLeaders - [Added] AI TeamLeaders have main task "TakeTowns" - [Changed] AI Check Nearest Enemy Town to Change Task every 30sec - [Future] AI TeamLeaders Respawn - [Future] Indicate Respawn point Function - [Future] Base and Building Sale Menu Sweet, any idea when you will release this version? Share this post Link to post Share on other sites
Spyker 10 Posted May 29, 2014 Hi, Great job so far guys!I played a little last night. Will you be adding vehicle un-flip? I captured towns with AI but I was not receiving any points or money for capture. I was receiving money for AI kills in towns by my AI. An un-flip feature will be added in 0.210 version. Seems like you are not able to receive any bounty for captured towns that were taken by your bots. We will think about it in further releases. ;) We are going to release it this Friday or Saturday. Also HC will be added in 0.209. Share this post Link to post Share on other sites
CIDM 1 Posted May 29, 2014 Also HC will be added in 0.209. Great to hear, looking forward to playing it on our server over the weekend Share this post Link to post Share on other sites
Dreadp1r4te 10 Posted June 1, 2014 Great! Unfortunately Friday and Saturday have come and gone, and I was looking forward to this :( How long before the defenses and other base structures are available? That's one main thing preventing me from running this fulltime on my server. Share this post Link to post Share on other sites