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davidoss

[CO14]Battlezone Everywhere - Altis MP/SP

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Bis support works well in MP or SP. We had never problem with that.

 

VIDEO

My apologies, it works perfectly. First time I tried I also had an AI mod running that seemed to be causing the support module to lag a lot. 

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Played around some today and love it. I am a total noob to mission making.

Several questions:

Is there anyway to conduct a halo mission from helo (CH-47, BlackHawk) or fixed wing aircraft (C-130, Osprey)?

Do i have to use the farooq revive system or can I stick with ACE and ACE medical?

Can this map support additional mods or addons; like ACE, CUP, MELB, RHS, UNSUNG etc?

Thank you so much for answering.

Reed

ACE mod is broken.

If you use it  the vanilla eventhandlers sticked to the civilian units  would be not working anymore.

And many other stuff

There are no any HALO drop script by default. You need to add it if you want, but seriously

if you have no time to fly or drive to the OA do not play at all.

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Great mission...... for sad singleplayers like me. ! 

 

Played it with vanilla ai and then TPWCAS mod and ASR AI mod together. With ASR AI, combat seemed slightly better, moving ,flanking etc but ASR seems to break helicopter transport somehow - couldn't designate drop off point and sometimes couldn't call support at all.

Its not a problem, I have just removed ASR AI..... just a heads up for people trying to add AI mods to your mission.

Thanks,

 

Cub 1

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great mission, love it so far! :)

 

Little "bug" i wish to point.

 

The crate we recieve on supply call is seen as an "ennemy" for for task to succeed, so if supply is called, i'm forced to put it in a vehicle to be granted succeed mission.

got the same issue

 

also +1 for the idea for simple add other mods like the cup units etc

 

small cosmetic bug: "haevy AA/AT" instead of "heavy"

 

for performance, have you thought about adding hc support?

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I am having an issue getting this ported to Bozcaada...I inserted a teleport script to teleport to a FOB and different areas of the base such as airfield,medical,mainteneance etc but for some reason when I teleport around base it ends the mission..I am thinking that maybe I have it placed wrong in the init. I also have added a parajump script but that works fine. Any help would be appreciated. really like these smaller scale missions.

 

Here is what is in the init.sqf

 

 

//battlezone init by DaVidoSS
enableSaving [false, false];
CHVD_allowNoGrass = true; // Set 'false' if you want to disable "None" option for terrain (default: true)
CHVD_maxView = 3000; // Set maximum view distance (default: 12000)
CHVD_maxObj = 3000; // Set maximimum object view distance (default: 12000)

_id = myPole addaction [
    "Teleport To MHQ",
    {
        (_this select 1) setPos getPos myMHQ;
        (_this select 1) moveInCargo myMHQ;
    },
    nil,
    1,
    false,
    true,
    "",
    "alive myMHQ && {speed myMHQ < 1}" //condition - if the MHQ is alive and isn't moving.
]; 

_id2 = myPole addaction [
    "Teleport To MHQ 2",
    {
        (_this select 1) setPos getPos myMHQ2;
        (_this select 1) moveInCargo myMHQ2;
    },
    nil,
    1,
    false,
    true,
    "",
    "alive myMHQ2 && {speed myMHQ2 < 1}" //condition - if the MHQ is alive and isn't moving.
];

_id3 = myPole addaction [
    "Teleport To OPMarilyn",
    {
        (_this select 1) setPos getPos OPMarilyn;
        (_this select 1) moveInCargo OPMarilyn;
    },
    nil,
    1,
    false,
    true,
    "",
    "alive OPMarilyn && {speed OPMarilyn < 1}" //condition - if the OPMarilyn is alive and isn't moving.
];

_id4 = OPMarilyn addaction [
    "Teleport To BASE",
    {
        (_this select 1) setPos getPos BASE;
        (_this select 1) moveInCargo BASE;
    },
    nil,
    1,
    false,
    true,
    "",
    "alive BASE && {speed BASE < 1}" //condition - if the BASE is alive and isn't moving.
];

_id5 = myPole addaction [
    "Teleport To Medical",
    {
        (_this select 1) setPos getPos Medical;
        (_this select 1) moveInCargo Medical;
    },
    nil,
    1,
    false,
    true,
    "",
    "alive Medical && {speed Medical < 1}" //condition - if the Medical is alive and isn't moving.
];

_id6 = myPole addaction [
    "Teleport To Maintenance",
    {
        (_this select 1) setPos getPos Maintenance;
        (_this select 1) moveInCargo Maintenance;
    },
    nil,
    1,
    false,
    true,
    "",
    "alive Medical && {speed Maintenance < 1}" //condition - if the Maintenance is alive and isn't moving.
];

_id7 = myPole addaction [
    "Teleport To Airfield",
    {
        (_this select 1) setPos getPos Airfield;
        (_this select 1) moveInCargo Airfield;
    },
    nil,
    1,
    false,
    true,
    "",
    "alive Airfield && {speed Airfield < 1}" //condition - if the Airfield is alive and isn't moving.
];

_id8 = myPole addaction [
    "Teleport To Armor",
    {
        (_this select 1) setPos getPos Armor;
        (_this select 1) moveInCargo Armor;
    },
    nil,
    1,
    false,
    true,
    "",
    "alive Armor && {speed Armor < 1}" //condition - if the Armor is alive and isn't moving.
];

COB_Fn_Halo = compile preprocessFile "fn_halo.sqf";

[] execVM "R3F_LOG\init.sqf";
[] call compile preprocessFileLineNumbers "battlezone\global\globalfnc.sqf";
[] call compileFinal preprocessFileLineNumbers "FAR_revive\FAR_revive_init.sqf";

if (isServer) then {

[] call compile preprocessFileLineNumbers "battlezone\server\serverfnc.sqf";
[] call compile preprocessFileLineNumbers "battlezone\server\main.sqf";
[] call compile preprocessFileLineNumbers "battlezone\server\side.sqf";
[] call compile preprocessFileLineNumbers "battlezone\SHK_pos\shk_pos_init.sqf";
[] execVM "battlezone\scripts\autonvg.sqf";

[] spawn {

   while {true} do {       
   
    [] call INS_fnc_cleanup;

   sleep 300;
   };
};

missionNamespace setVariable ["casualties", 0, true];
["Initialize"] call BIS_fnc_dynamicGroups;

private ["_cfg_map_pos", "_curr_map_pos", "_enemy_reinforce"];

_cfg_map_pos = call fnc_urbanAreas;  //run only at mission init
missionNamespace setVariable ["cfg_map_pos", _cfg_map_pos, true];
startnewmain = true;
startnewside = true;
_enemy_reinforce = paramsArray select 2;
while { count _cfg_map_pos > 0 } do {

   if (startnewmain && startnewside)  then {
    run_smission = true;
    cl_ready = false;
    reinf_ready = true;
    start_defend = false;
    _curr_map_pos = selectRandom _cfg_map_pos;
    _curr_sel_city = _curr_map_pos select 0;
    missionNamespace setVariable ["curr_sel_city", _curr_sel_city, true];
    _curr_sel_pos = _curr_map_pos select 1;
    missionNamespace setVariable ["curr_sel_pos", _curr_sel_pos, false];
    [_curr_sel_pos] call fnc_mk_main;
    [_curr_sel_pos, 450] call fnc_createTraps;
    [_curr_sel_pos] call fnc_task_main;
    [_curr_sel_pos] call fnc_tr_main;
    [_curr_sel_pos] call fnc_dynamic_markers;
    [_curr_sel_pos] call fnc_spawncivs;
    [] call fnc_mk_side;
    waitUntil {!isnil {missionNamespace getVariable "cur_s_obj"}};
   
    if (run_smission) then {
   
     [] call fnc_task_side;
     [] call fnc_tr_side;
    };
    [] spawn fnc_sendinfo;
    _cfg_map_pos = _cfg_map_pos - [ _curr_map_pos ];
    missionNamespace setVariable ["cfg_map_pos", _cfg_map_pos, true];
    startnewmain = false;
    startnewside = false;
   
     if (_enemy_reinforce == 1) then {
   
      [_curr_sel_pos] spawn fnc_enemyreinforcment;
   
     };
   };
  
  sleep 100;
 
  if (count _cfg_map_pos == 0) then {
 
   "END1" call BIS_fnc_endMission;
  };
 
};
};

 

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I am basically not supporting when some mission makers allows player to TELEPORT because its not STAR TREK GAME. Teleport is kind of admin tool.

But what a hell. Use initPlayerLocal.sqf instead where other actions are.

  • Like 1

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We play this mission a lot. It's great for just jumping in and play :)

But now it doesn't work right anymore. I've tried reaching the dev on Steam aswell, since a few Arma patches there are a few bugs, some showstoppers.

 

Arsenal doesn't work anymore in FOB crates.

AI helicopters often go crazy when engaged. They start spinning in circles and fly all over the map. Sometimes out of the map. They are also invulnerable then.

There is no more Mortar in the crates.

 

No biggie, could be just arma acting up:

Sometimes enemy vehicles are "seen" as friendly and you can't get a lock.

 

I would like the dev to please go back to this mission and hopefully fix the few big bugs, like missing Arsenal.

 

One more request:

Would it be possible to add more airplanes?

 

I would like to remove virtual ammo box and Draw distance settings from the wheel menu. With zero experience in mission editing on such a level can someone recommend a tutorial to me?

 

Cheers!

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Sorry but i cant reproduce your issues in SP all works well.

Unfortunately  this mission is old and we have couple arma patches and CBA updates after release.

The mission can need to be rewritten in some places but i cant perform any dev tests in MP environment anymore.

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Sorry but i cant reproduce your issues in SP all works well.

Unfortunately  this mission is old and we have couple arma patches and CBA updates after release.

The mission can need to be rewritten in some places but i cant perform any dev tests in MP environment anymore.

Thanks for replying. When i run this mission (on a listen server), all the things i mention are happening every time. I was hoping you could get to the game breaker bug, which is no Arsenal in FOB crates. All the other things are somewhat negligible.

 

I like the FOB option in this mission but now the crates offer only a limited supply and limited range.

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You have right. I was able to reproduce the arsenal issue running listen server. Its relevant to the cba global execute. It will be fixed ASAP

  • Like 1

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That's good news. Thanks so much!

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Mission updated.

 

Check first post for details

 

Thanks for feedback

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Thanks for the new mission, however it seems that the AI markers are present .. kinda spoils the realism !  This is on a listen server BTW.

 

EDIT 2 spelling mistakes on recruit menu.  Haevy instead of Heavy.

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Thanks for feedback. Issues are corrected now.

Version updated

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Excellent davidoss ... is the download link the correct version ?

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