kenoxite 156 Posted October 10, 2015 whats the battle template? the script line you type in? It's the mission template that ProfTournesol included with the mod. And read "template" as just a normal mission in its barebones that you are supposed to Merge (via the mission editor) in a new one to speed up mission making with this mod. I tested the mission and i actually got ammunition. You must hit the space bar (in fact, the game logic is only needed if you get a .pbo mission. In the editor, it's not needed.). Weird. And, yes, I was aware that the issue only happened once you pbo them. That's why I was puzzled about this issue. Regarding pressing space bar, the ammo didn't even show on the gear menu (nor mine nor any of my team mates). Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 10, 2015 Was it in MP ? It isn't tested in MP...despite the name of it... Share this post Link to post Share on other sites
kenoxite 156 Posted October 10, 2015 Was it in MP ? It isn't tested in MP...despite the name of it... No, it was the mission I linked, the one you tested already. Anyway, maybe it was a weird coincidence caused by who knows what. I'd check the scripts myself but I'm rather busy lately. Share this post Link to post Share on other sites
the_noob 88 Posted October 10, 2015 I must say I'm always impressed by how the OFP AI works when walking thru forests, when engaging from distance, in close combat, etc. It might not be super advanced anymore but it's still leagues better from the brain dead and completely scripted AI in many other mainstream games out there. I didn't think melee combat could ever work well, yet your VVV mod proved me wrong. :) And since there's not much in the sense of excessive post-processing or extremely detailed models or textures going on in vanilla OFP, it's a true benchmark for CPUs, even if only single threaded performance. Even OCed i5s and i7s will struggle with tons of AIs on the map at the same time. ;p Share this post Link to post Share on other sites
Michele 3 Posted March 27, 2016 Hi ProfTournesol, sorry for the offtopic : 1) where can I download the mod you made about napoleonic wars ? I heard about it in the 1812 mod page 2) the last version of the ww1 mod is the one loaded at Ofpr.info ? (http://ofp.gamepark.cz/index.php?showthis=10773) Thanks! Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 27, 2016 Hi, (1) All needed packs are indicated here :http://ofp.gamepark.cz/index.php?showthis=10634(this mod is very old now...not really good looking...) (2) yes the link is ok, it indicates the main pack and the expansion one. Share this post Link to post Share on other sites
ww2weasel 10 Posted March 28, 2016 I just downloaded this Mod. Nice work, a pleasure to play! Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 29, 2016 I just downloaded this Mod. Nice work, a pleasure to play! Thanks :) Share this post Link to post Share on other sites
ww2weasel 10 Posted April 3, 2016 Hi ProfT, I currently have in progress a comprehensive spawn system - the meat of the work is done - and I have infantry working in game minus your init scripts for some units. error messages when firing. Cavalry is another matter - that will take me some time as I need to marry vehicles to units. If you like I can send you a beta template mission for review. As I'm not really familiar with Franco Prussian war - I'd need you to review units to selected troop choice and make sure proper units are spawning. // WW2Weasel's contribution to the FPW Mod \\|| ~ ProfT has helped many in the community and this is my way to help ProfT with his excellent mod. ||ProfT's structure for squads - is 10 man infantry groups and 5 man cavalry groups.With FPWspawnwave - I would strongly recommend leaving the unit's experience and group sizes as ProfT intended.Franco Prussian Mod's: FPWspawnwaveFPWspawnwave & fpwspawnwave are not interchangeable for scripting purposes - they have distinct purposes.(FPWspawnwave = namesake for spawnwave system comprised of three files; "initialize.sqs", "wavefilter.sqf" and "fpwspawnwave.sqs".)(fpwspawnwave = variable within scripts and name of script "fpwspawnwave.sqs")Overall Vision for FPWspawnwave. The idea behind FPWspawnwave; was to have one script handle requests for all the different unit types of Franco Prussian Mod.It will bring a new dimension to the Franco Prussian Mod's overall gameplay.So most squads will be able to be called from this script to be used in wave attack styled spawning.After the units have died they will sink into the ground.There might not be enough time to remove weapons from the dead. So a mission designer must plan weapon crates, etc... accordingly to this caveat.I had to compromise between the length of body removal or the time for respawn.I opted for time for next respawn.In the FPW mod the action is fast and furious.Not everybody has a fast machine - So a quick removal of body - ultimately was the way to go.------------------------------------------------------------------------------------------ more info ~ but not the time nor place to post yet as it is irrelevant for this thread at this time. Share this post Link to post Share on other sites
ww2weasel 10 Posted April 3, 2016 I also have in work some quartermaster scripts ~ Ammo box and units that will repair cannons, wagons, etc... To be applied in mission editor. I have used repair static guns script in WH40k mod Alamo mission. I have ammo crates done for ww2/wh40k and an ammo bag script that would allow for extended ammo range for longer missions. Just need to convert to FPW mod's unique ammo/magazine setup. Share this post Link to post Share on other sites
ww2weasel 10 Posted April 3, 2016 Group lists for wavefilter/FPWspawnwave - keep in mind cavalry is not setup yet. East 1-44West 45-94***East Groups***1=Prussian Infantry Squad2=Prussian Infantry Squad (Bayonets)3=Prussian Landwehr Infantry Squad4=Prussian Landwehr Infantry Squad (Bayonets)5=Prussian Jaeger Squad6=Prussian Jaeger Squad (Bayonets)7=Prussian Uhlan Cavalry Squad8=Prussian Dragoon Cavalry Squad (with rifles)9=Prussian Dragoon Cavalry Squad (with swords)10=Prussian Hussar Cavalry Squad (with rifles)11=Prussian Hussar Cavalry Squad (with swords)12=Prussian Cuirassier Cavalry Squad (with rifles)13=Prussian Cuirassier Cavalry Squad (with swords)14=Prussian Guard Infantry Squad15=Prussian Guard Infantry Squad (Bayonets)16=Prussian Guard Landwehr Infantry Squad17=Prussian Guard Landwehr Infantry Squad (Bayonets)18=Prussian Guard Schutzen Squad19=Prussian Guard Schutzen Squad (Bayonets)20=Bavarian Infantry Squad21=Bavarian Infantry Squad (Bayonets)22=Bavarian Jaeger Squad23=Bavarian Jaeger Squad (Bayonets)24=Bavarian Uhlan Cavalry Squad25=Bavarian Chevauleger Cavalry Squad (with rifles)26=Bavarian Chevauleger Cavalry Squad (with swords)27=Bavarian Cuirassier Cavalry Squad28=Wurttemberger Infantry Squad29=Wurttemberger Infantry Squad (Bayonets)30=Wurttemberger Jaeger Squad31=Wurttemberger Jaeger Squad (Bayonets)32=Wurttemberger Reiter Cavalry Squad (with rifles)33=Wurttemberger Reiter Cavalry Squad (with swords)34=Saxon Infantry Squad35=Saxon Infantry Squad (Bayonets)36=Saxon Schutzen Squad37=Saxon Schutzen Squad (Bayonets)38=Saxon Reiter Cavalry Squad (with rifles)39=Saxon Reiter Cavalry Squad (with swords)40=Saxon Uhlan Cavalry Squad41=Brunswicker Infantry Squad42=Brunswicker Infantry Squad (Bayonets)43=Brunswicker Hussar Cavalry Squad (with rifles)44=Brunswicker Hussar Cavalry Squad (with swords)***West Groups***45=French Infantry Squad46=French Infantry Squad (Bayonets)47=French Infantry Squad (In full dress)48=French Infantry Squad (In full dress, bayonets)49=French Chasseurs Squad50=French Chasseurs Squad (Bayonets)51=French Chasseurs Squad (In full dress)52=French Chasseurs Squad (In full dress, bayonets)53=French Zouaves Squad54=French Zouaves Squad (Bayonets)55=French Turcos Squad56=French Turcos Squad (Bayonets)57=French Gardes Mobiles Squad58=French Gardes Mobiles Squad (Bayonets)59=French Sailor Squad60=French Sailor Squad (Bayonets)61=French Marines Squad62=French Marines Squad (Bayonets)63=French Dragoon Cavalry Squad (with rifles)64=French Dragoon Cavalry Squad (with swords)65=French Hussar Cavalry Squad (with rifles)66=French Hussar Cavalry Squad (with swords)67=French Lancer Cavalry Squad68=French lancer Cavalry Squad (with cap)69=French gendarme Cavalry Squad70=French african chasseur Cavalry Squad (with rifles)71=French african chasseur Cavalry Squad (with swords)72=French cuirassier Cavalry Squad (with rifles)73=French cuirassier Cavalry Squad (with swords)74=French horse chasseur Cavalry Squad (with rifles)75=French horse chasseur Cavalry Squad (with swords)76=French Grenadiers of the Guard Squad77=French Grenadiers of the Guard Squad (Bayonets)78=French Voltigeurs of the Guard Squad79=French Voltigeurs of the Guard Squad (Bayonets)80=French Chasseurs of the Guard Squad81=French Chasseurs of the Guard Squad (Bayonets)82=French Zouaves of the Guard Squad83=French Zouaves of the Guard Squad (Bayonets)84=French Grenadiers of the Guard Squad (Bearskins)85=French Grenadiers of the Guard Squad (Bayonets, bearskins)86=French Carabiniers of the Guard Cavalry Squad (with rifles)87=French Carabiniers of the Guard Cavalry Squad (with swords)88=French Guides of the Guard Cavalry Squad (with rifles)89=French Guides of the Guard Cavalry Squad (with swords)90=French Empress Dragoons Cavalry Squad (with rifles)91=French Empress Dragoons Cavalry Squad (with swords)92=French Western Volunteers Squad (Ex Pontifical Zouaves)93=French Western Volunteers Squad (Ex Pontifical Zouaves, Bayonets)94=French Francs Tireurs Squad Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 4, 2016 Thanks a lot. Yes, i'm curious to test it :) Share this post Link to post Share on other sites
ww2weasel 10 Posted April 4, 2016 I will send to Spad via dropbox. Away from home atm and on my smartphone. By sending to Spad both you and he can test it and can compare notes. So far I see an error in fpwspawnwave regarding private [] array assignment. In the scripting of fpwspawnwave I believe it's expecting to see an = sign. So the FPWspawnwave system does not know how to cope with script embedded within your addon. As a result the musket smoke drop script gets nullified for all units. Atm I ran out of time to hunt down that script to dwell on possibly a fix or workaround. Share this post Link to post Share on other sites
ww2weasel 10 Posted April 4, 2016 ok found and fixed issue. I knew it was in a sqf file. I had an = sign in my wavefilter.sqf file. I've sent Spad my drop box links. But right now everything is working like a charm for the infantry portion. Share this post Link to post Share on other sites
ww2weasel 10 Posted April 5, 2016 I've had time to test a limited play session. With minimum setup, FPWspawnwave took 1hr 14minutes to complete, constant action. The idea is to setup a mission within the constraints of a pitched battle. So initially the mission starts with just 43 Prussian units and 43 French units plus the player as a french soldier. 4 FPWspawnwave groups setup for Prussians totalling 480 Prussians to enter into mission - roughly 40 Prussians at a time. 3 FPWspawnwave groups setup for the French totalling 360 French infantry to enter into mission - roughly 30 French at a time. The actual advantage went to the French as they had better fields of fire and the Prussians were exposed on their approach to a town. The last unit killed was their Officer. For both sides I had added General, Drummer and Flag bearer. The mission very well could have ended if a mission designer wanted the General or all three units killed off during course of game. Possibilities are endless. With all that said ProfT, if you would like more features of your own mod incorporated into FPWspawnwave just let me know. I can and will work with you on this matter. I have some other ideas, but I will hit you with them once FPWspawnwave is completed. Share this post Link to post Share on other sites
ww2weasel 10 Posted April 6, 2016 ProfT, All I need to do to distinguish - horse from rider is to remove "M" from class name of horse? I think that is the way you specified within config? yes/no? Example: name="Prussian Uhlan Cavalry Squad"; from the horse class: "FPW_PRU_CAV2M" crew="FPW_PRU_CAV2" ~so~ Horses:["FPW_PRU_CAV2M","FPW_PRU_CAV1M","FPW_PRU_CAV1M","FPW_PRU_CAV1M","FPW_PRU_CAV1M"] riders:["FPW_PRU_CAV2","FPW_PRU_CAV1","FPW_PRU_CAV1","FPW_PRU_CAV1","FPW_PRU_CAV1"] If so, this should help speed up the finishing up of FPWspawnwave. I also optimized the script chopping out redundant lines of script. oh one other thing: What skill level if any - do you want units at?: Private - 0.2 Corporal - 0.3 Sergeant - 0.4 Lieutenant - 0.5 Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 6, 2016 ProfT, All I need to do to distinguish - horse from rider is to remove "M" from class name of horse? I think that is the way you specified within config? yes/no? Example: name="Prussian Uhlan Cavalry Squad"; from the horse class: "FPW_PRU_CAV2M" crew="FPW_PRU_CAV2" ~so~ Horses:["FPW_PRU_CAV2M","FPW_PRU_CAV1M","FPW_PRU_CAV1M","FPW_PRU_CAV1M","FPW_PRU_CAV1M"] riders:["FPW_PRU_CAV2","FPW_PRU_CAV1","FPW_PRU_CAV1","FPW_PRU_CAV1","FPW_PRU_CAV1"] Yes, that's the way i did it ("M" is there for "Mounted"). oh one other thing: What skill level if any - do you want units at?: Private - 0.2 Corporal - 0.3 Sergeant - 0.4 Lieutenant - 0.5 Well, in fact i don't what those skills do...i'm only using ranks in my groups, dunno how they are connected to the skill... Share this post Link to post Share on other sites
ww2weasel 10 Posted April 6, 2016 I guess that Spad is on vacation so 3 days from now I will shoot you over my Dropbox links. okay I wasn't sure if you were using skill. no big deal. I think it's for getting a jump on the other unit kind of like a quick draw scenario Share this post Link to post Share on other sites