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Field of war [CTI] [SP/MP]

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New release!

 

What's new:

 

Firing lines of group can be seen in map
Different AI coms prefer different types of units which they buy (regular,CAS,Special)
New parameters to allow random amount of town and patrol forces

 

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Hmmm not getting the purchasing menu.  Could be my mix of addons. 

 

Trying without.

 

Yup ... something new breaking the mission ... investigating

 

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3 minutes ago, kremator said:

Hmmm not getting the purchasing menu.  Could be my mix of addons. 

 

Trying without.

 

Did you give it some time? The new admin menu postpones some of the load stuff so you might need to wait for it at start

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Cool, all works now?

 

thx kremator 🙂

 

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Without pinned ... yes great.  Have posted in mikey74's thread to see if he can work it out.

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Just now, kremator said:

Without pinned ... yes great.  Have posted in mikey74's thread to see if he can work it out.

 

Great, ty 🙂

 

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Oh .. I AM getting an Error item not found in shop error, right at the start when joining my dedi.

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Just now, kremator said:

Oh .. I AM getting an Error item not found in shop error, right at the start when joining my dedi.

 

That's something I forgot to look into. will check it out now, thx! shouldn't matter too much though

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New release!

 

What's new:

 

Added parameter to enable the admin start dialog , if needed
Added rappelling from helicopters
Fixed FOB markers were not removed when FOB was destroyed
Other small changes/tweaks

 

Also added two new maps, Sefrou Ramal and Malden

 

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New release!

 

What's new:

Fixed: Player ambulances were not working
New: Colors in performance related parameters

 

The colors in parameter menu help you to see which setting is slow. (green means fast and red slow)

 

Tweaking these settings should help you making the mission run well on your PC

 

But don't forget to try running in small island or using the half island parameter if you have performance problems 

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New version:

 

Added: Friendly AI forces place intelligence markers of the enemy to map
Fixed: Respawn bug with HQs

 

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Made new GUI graphics for this mission

 

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

 

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new version is up!

 

What's new:

 

Fixed: The new AI intelligence markers code caused lag
New. Air mode that allows focus to player air units by cheap aircrafts and airfield spawn pos as default

Also changed the mission parameter config prefix so the parameters are now reset
Other fixes

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Update:

 

Added option to list only compatible magazines in gear select

The info icons on right should now show up
Dialogs are now centered in different UI sizes
Know issue: Button texts can be off with certain UI sizes (fixing...)

 

 

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How does one use the repair trait to repair a player vehicle? I've unlocked the trait but how does the vehicle I'm in actually get repaired?

 

Also, as I go about the towns I notice it's mostly quiet, not much enemy around...whereas the old Warfare/CTI missions to have a few dozen bots in many of the towns...which starting param should i play with to adjust it so theres more enemy around the map generally speaking?

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2 hours ago, bigshot said:

How does one use the repair trait to repair a player vehicle? I've unlocked the trait but how does the vehicle I'm in actually get repaired?

 

The repair option is in the scroll menu , you have to hold down space to repair (And point to the damaged vehicle)

 

2 hours ago, bigshot said:

Also, as I go about the towns I notice it's mostly quiet, not much enemy around...whereas the old Warfare/CTI missions to have a few dozen bots in many of the towns...which starting param should i play with to adjust it so theres more enemy around the map generally speaking?

 

 It's the params with [Note group limit] that effect on how many groups there are on map at the same time. And the "Resistance town strength" and "Random resistance town strength" parameters effect on the resistance enemy count in towns

 

Did you tweak any of those params? Because I'm thinking it's either a bug or arma group limit reached or just resistance count set on low

 

thx for the response! 🙂

 

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Thanks for the tips, I will try again soon!

 

**EDIT - by the way....is there a losing condition for Blufor, or can only Blufor win & end the mission? (im assuming the win condition is capturing all the red zones?)

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13 hours ago, bigshot said:

Thanks for the tips, I will try again soon!

 

**EDIT - by the way....is there a losing condition for Blufor, or can only Blufor win & end the mission? (im assuming the win condition is capturing all the red zones?)

 

Could it be that you drive through the towns with vehicle fast? because I'm thinking this could be one scenario where the town defenders wont spawn....

 

Yes the mission should end if one side (west/east) has lost all towns/FOBs 

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Update!

 

Added loadout editor for aircrafts

 

Screenshot:

 

?imw=5000&imh=5000&ima=fit&impolicy=Lett

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Another update!

 

Admin menu now has performance presets selection for quickly testing lighter/heavier mission setups

 

You must be logged in admin at mission start to see the admin dialog

 

The list of tweaked parameters can also be copied if needed

 

And some other changes

 

 

Admin dialog:

 

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

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New release!

 

Fixed: Sometimes the GUI elements were misplaced
Other tweaks and fixes

 

Note: If you have issues of getting gear or vehicle menu working try disabling all mods to fix this. This mission is known to not work with ACE for example.

 

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Update:

 

Faster vehicle shop
Optimizations
Other fixes

 

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