VerySolidSnake 0 Posted October 25, 2004 when i die though, it just goes to the Player Dead screen with Abort and Retry as options. Share this post Link to post Share on other sites
jolivan77 0 Posted October 26, 2004 when i die though, it just goes to the Player Dead screen with Abort and Retry as options. Are you talking about MP mode right? If yes, check description.ext file. As I remember these lines are missing: respawn=3; respawndelay=20; Share this post Link to post Share on other sites
djukel 0 Posted October 28, 2004 Instant Battle MOD v0.96 and template mission New features: ============= - Improved group moral calculation method - In-game waypoint editor to modify group routes and set patrol points - New useraction "- set waypoints" to waypoint editor - APC's cargo now full of soldiers, but they are hidden until needed (it is works like a secondary reinforcement spot) - Commando team have one AT weapon to raise survivor rate if encounter armored vehicle - Guards - at base, heliport, supply depot - have patrol ability (use waypoint editor) - Recapture team sometimes got APC to his mission (they mainly travel by truck) - CAS also available if ammo reserves are exhausted - If driver or gunner died in an armored vehicle, the commander take their seats - Objects - base, heliport, supply depot - equiped with streetlamp - Outnumbered fighting group can be revived from home territory (waiting time 25-45 minutes) - Reinforcements arrives by parachute for commando, supply depot guards and heliport guards - Time accelerate option to play "one day in one hour" for example - Random weather changes - Hide/Show button on satellite for bigger screen - New layout for dialogs - Many triggers and "@"-s replaced with "Loop" to reduce CPU use Important Bug fixes: ==================== - Groups use smokes and flares at proper day/nighttime - Destroyed supply depot can not be rebuilt until place is not secured (quite simply: you have to retake it first) - Repaired CAS helicopter will back to fight if conditions true only This MOD contains updated version of GMR Realistic Explosion MOD too. Required Addons =============== - MapFact Baracken 1.1 ftp://www.gamezone.cz:8021/ofpd/unofaddons2/Baracken1_1.zip - Marfy's MT-LB pack ftp://www.gamezone.cz:8021/ofpd/unofaddons2/MT-LB_Update_Installer2.exe - DynamicRange Soundpack (wss version from ECP) http://www.ofpec.com/editors/ecfg/current/DynamicRange.zip Further Addons =============== - files neeed if you have FDF mod 1.1 or 1.2 (from Finmod/Addons folder: copy FDF_eastborder.pbo, FDF_island_o.pbo, FDF_island_s.pbo to @GMR/Addons folder) - files neeed if you have FDF mod 1.3 (from Finmod/Addons folder: copy FDF_eastborder.pbo, FDF_island_o.pbo, FDF_island_s.pbo, FDF_s.pbo,FDF_worlds.pbo to @GMR/Addons folder and from Finmod/Worlds folder: copy FDF_eastborder.wrp to @GMR/Worlds folder) Temporary download place: http://au.briefcase.yahoo.com/ username: djukel password: faszkalap ile1: IBM0.96.zip -> scripts and addons file2: IBM0.96sat&map.zip -> satellite stuff and template mission Share this post Link to post Share on other sites
VerySolidSnake 0 Posted October 29, 2004 might be easier here http://home.comcast.net/~shuntley01/IBM_0.96.zip http://home.comcast.net/~shuntley01/IBM_0.96satmap.zip Share this post Link to post Share on other sites
VerySolidSnake 0 Posted October 29, 2004 Ah I still can't get respawn to work, can you just release some .pbo's? I'll throw them on the mirror as well. Share this post Link to post Share on other sites
djukel 0 Posted October 29, 2004 Ah I still can't get respawn to work, can you just release some .pbo's? I'll throw them on the mirror as well. I just wondering what is your problem, but until I find out you got that pbo version! Temporary download place: http://au.briefcase.yahoo.com/ username: djukel password: faszkalap IBM0.96.FDF_eastborder.zip Share this post Link to post Share on other sites
VerySolidSnake 0 Posted October 29, 2004 Thanks! and as promised.... http://home.comcast.net/~shuntley01/IBM0.96.FDF_eastborder.zip Share this post Link to post Share on other sites
jolivan77 0 Posted October 31, 2004 I found two bugs. Firstly when I play mission built into pbo file satellite female voices can not be heard. It is strange because I have no problem with another mission version at all. Secondly sometimes waypoint editor cause CTD when I try to add new waypoint to a groups. Share this post Link to post Share on other sites
djukel 0 Posted November 1, 2004 Firstly when I play mission built into pbo file satellite female voices can not be heard. It is wierd but true, I recommend to use folder version instead of pbo. About waypoint editor CTD you should replace an object name called "wptflag" to "LesICTA" in three files. File names are: build_waypoint.sqs, addwpt.sqs, delwpt.sqs. I will fix this in next version. This one is strange bug too I reedit two config.cpp version - core ECP and dynaminrange ECP - and CTD only occurs in dynamicrange version. Share this post Link to post Share on other sites
jolivan77 0 Posted November 3, 2004 Firstly when I play mission built into pbo file satellite female voices can not be heard. It is wierd but true, I recommend to use folder version instead of pbo. About waypoint editor CTD you should replace an object name called "wptflag" to "LesICTA" in three files. File names are: build_waypoint.sqs, addwpt.sqs, delwpt.sqs. I will fix this in next version. This one is strange bug too I reedit two config.cpp version - core ECP and dynaminrange ECP - and CTD only occurs in dynamicrange version. It is working now without CTD Thanks. Share this post Link to post Share on other sites
djukel 0 Posted November 5, 2004 Planned new features in the next version: - Living "Home territory" for each side ~ Buildings: Headquarters; Prison; Traning camp; Nuclear site, Radar station ~ Civilian and military traffic ~ Check points on main roads - New missions ~ escort prisoners ~ rescue captives ~ attack military convoy ~ espionage ~ search&destroy hidden mititary object (like nuke site, radar station) Share this post Link to post Share on other sites
djukel 0 Posted November 11, 2004 I done randomized vehicle traffic and checkpoints at home territory. Actions in Home territory if you are an enemy soldier: - Get a vehicle: To reach target point more faster you should get a car/truck. You can find abandoned civilian vehicles in towns/villages or you should hijack moving civilian/military vehicle. First option: Using "Hijack" useraction button you can stop vehicle and force driver to give out his vehicle without any dammage and fight. This event will be randomized. Sometimes it is succeed, sometimes driver step on the gas and runaway. Second option: Using your weapon to shoot down driver carefully not to dammage vehicle seriously. If you let go attacked vehicle to break away you can expect it will alert enemy patrol nearby if any. - Travel in a vehicle: There will be two modes to travel. Camouflage mode: you (and your groups) will be hidden from enemy until you are in a vehicle. Hostile mod: Enemy will attack whenever recognize you. more to come (maybe someone give idea) Share this post Link to post Share on other sites
VerySolidSnake 0 Posted November 11, 2004 coop possibly? Share this post Link to post Share on other sites
djukel 0 Posted November 15, 2004 coop possibly? At the beginning I wrote scripts for One Human players even If you play it on MP. I will investigate the possibilities of Coop version later. But You can try coop now just put one human player slot using mission editor.:;): I finished prison camp. There will be four possible place where to build prison (per side). If one of your fighting group fall to trap and surrender they will be escort to prison camp. You can set free them on two way. Using satellite You can find and attack transport truck before it reach the prison or if you miss this you must attack prison camp. Needless to say surrendered fighting group won't be operate until you set free prisoners. Share this post Link to post Share on other sites
djukel 0 Posted November 18, 2004 Commando mission: "Release Prisoners" is done. I started to work on the next Commando mission called "Attack Headquarters". If you make a succesfull assault on the enemy Headquarters, which is will be found at one of the town of home territory, It will demoralize enemy fighting groups for a long time (30-60 minutes). Enemy soldiers will more often drop they weapon and flee, skill of reinforcements will reduce in dramatic way. Share this post Link to post Share on other sites
jolivan77 0 Posted November 20, 2004 Commando mission: "Release Prisoners" is done.I started to work on the next Commando mission called "Attack Headquarters". If you make a succesfull assault on the enemy Headquarters, which is will be found at one of the town of home territory, It will demoralize enemy fighting groups for a long time (30-60 minutes). Enemy soldiers will more often drop they weapon and flee, skill of reinforcements will reduce in dramatic way. It is sounds great! It is possible to make city blackouts by cut off power or something? As I saw there are some powersupply object across the island. Share this post Link to post Share on other sites
djukel 0 Posted November 20, 2004 It is possible to make city blackouts by cut off power or something? As I saw there are some powersupply object across the island. I am now investigating the possibilities of this. Searching in topics ... Share this post Link to post Share on other sites
village idiot 0 Posted November 24, 2004 Link is not working! Any other d/l link available? It was false alarm! Sorry! Share this post Link to post Share on other sites
village idiot 0 Posted November 25, 2004 It is really great work! It took a long time while I learned everything but worth it. Sometimes I just watch how battlefield is living. Soldiers fights, reinforcement arrives, dammaged tanks independently go back to repair, specops and artillery do they "work". The accelerated day-night cycle is match to this mod well. It is really funny to see object animations, likes tanks came from the garage. Thing I most missed a comprehensive explanation of values which influence the game. What parameters can be changed and what they do? I am waiting for the new release! Share this post Link to post Share on other sites
malick 0 Posted November 25, 2004 Hi djukel ! I can't get your mission to work (v0.96) ! When I launch it in the missions menu, it loads and just when the screen changes to "Get Ready", I CTD with an error message saying "wrong format in p3d file" or something similar. I have all the addons installed, and they all work properly. Am i the only one ? Help ! Thanks... Share this post Link to post Share on other sites
djukel 0 Posted November 25, 2004 Hi djukel !I can't get your mission to work (v0.96) ! When I launch it in the missions menu, it loads and just when the screen changes to "Get Ready", I CTD with an error message saying "wrong format in p3d file" or something similar. I have all the addons installed, and they all work properly. Am i the only one ? Help ! Thanks... Have to decide what addon cause CTD. I think FDF_eastborder Island do that. First check you copied all FDF_eastborder addon to right folder depending what FDF version - 1.1,1.2 or 1.3 - you have (See README.txt). I recommend to use addons from FDF 1.2. If there are everything in the right place and CTD still have you should try the mission on different island. Just rename mission folder from IBM_0.96.FDF_eastborder to IBM_0.96.Eden for example and load it in mission editor and replace starting object as said in README.txt chapter 8.) using template mission. And try it. Share this post Link to post Share on other sites
djukel 0 Posted November 29, 2004 "Assault Headquaters" mission is done. Target: Eliminate enemy general staff (Primary target: General, secondary targets: two Colonels). Location of targets: inside the HQ building. Consequences of succesfull mission: massive disorder in enemy fighting group for 30-60 minutes - decreases enemy skill level by 0-0.5 - increases enemy reinforcement time by 30-60 sec - enemy soldiers drop weapons and desert frequently Four cities are ready for "BLACKOUTS" now, these cities will be the possible spots of enemy headquaters. If you find the current house - MAPfact Object - you could cut the streetlamps power off easily! So night attack strongly advised! village idiot! In the new version which is come out in this week I will attach a FAQ about parameters. Share this post Link to post Share on other sites
jolivan77 0 Posted November 30, 2004 "Four cities are ready for "BLACKOUTS" now, these cities will be the possible spots of enemy headquaters. If you need I can help you to find all streetlamp on this map or other maps. Just let me know! Share this post Link to post Share on other sites
village idiot 0 Posted December 3, 2004 HI! I would like to use this satellite in other missions too. It is possible somehow or I just forget it? Share this post Link to post Share on other sites
djukel 0 Posted December 4, 2004 HI!I would like to use this satellite in other missions too. It is possible somehow or I just forget it? Unfortunately satellite is not an addon. Besides of independent scripts files, it makes lot commandlines in description.ext file which must be copied to every mission if you want to use it. Much more easy to put satellite script into a new mission than editing an old one. I you not insist on my satellite please search Blanco or Vectorbosson satellite script in Mission editing$scripting topic. Faster you can learn it how it works if you test one of it. Share this post Link to post Share on other sites