Intrepidus <TZW> 0 Posted September 8, 2004 I'm very interested in editing the core CR CTI code so that I can add and remove units and vehicles, not to mention possible buildings, like that old observation tower with the .50 on top. The extremely tall metal tower. You've probably seen it. In particular, I'd like to add the following to the US side: http://www.ofp.bmj.pl/lotnictwo/SpecOpsPiper.zip I'd also like to add and possibly remove a few other vehicles. I also have some interest in subsituting the default US troops with possibly BAS units, or if it's possible add a combination of BAS troops with Project UK Forces (DPM Troop Pack 1). I'd like to add this to the Tonal map. Any suggestions, advice and/or help would be extremely appreciated. I'm guessing one of the first things I need to do is get my hands on the source code for CR... Anyway, thanks in advance!! Share this post Link to post Share on other sites
korax 4 Posted September 8, 2004 unpbo the mission, look at the scripts, learn how it works and how you can edit it Share this post Link to post Share on other sites
Placebo 29 Posted September 8, 2004 More related to ME&S I think Share this post Link to post Share on other sites
cleanrock 0 Posted September 8, 2004 unit (infantry and vehicles) definitions Common\InitUnitTypes.sqs structure type definitions Common\InitStructureTypes.sqs check my site for news about crCTI http://cr-ofp.dyndns.org Share this post Link to post Share on other sites
cain2001 0 Posted September 8, 2004 yeah i tried to figure out your stats script in the end CR, but its to many to understand how it works The scripting is very Clean and simple, if i ever made a cti version from the begining it would have around 2000 files in it. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted September 8, 2004 the source code is MF CTI and is availible from SorceForge http://mfcti.sourceforge.net/ CR is just a Modified version of MFCTI Share this post Link to post Share on other sites
cleanrock 0 Posted September 8, 2004 If Malboeuf did take the time to unpbo a crCTI mission he would find out he is wrong . crCTI is written from scratch .. of course it is inspired by Mike Melvins MFCTI (which i modded for a year into MFCTI CR-#.#). When i planned some major changes to my MFCTI CR mod i ended up with rewriting everything from scratch. Share this post Link to post Share on other sites
Intrepidus <TZW> 0 Posted September 9, 2004 I appreciate all the helpful answers. Cleanrock, I've UNpbo-ed the following mission: mfcti_cr-4.1_everon.eden.pbo Is this what I should be refering to during my editing? I can't seem to get a handle on where to find what you refered me to. I don't see a "Common" Folder or those two .sqs files. Where are the following(?): unit (infantry and vehicles) definitions Common\InitUnitTypes.sqs structure type definitions Common\InitStructureTypes.sqs Where do I obtain your source code? Forgive me. I'm fairly new to editing CTI. Share this post Link to post Share on other sites
zyklone 1 Posted September 9, 2004 I appreciate all the helpful answers. Cleanrock, I've UNpbo-ed the following mission:mfcti_cr-4.1_everon.eden.pbo Is this what I should be refering to during my editing? I can't seem to get a handle on where to find what you refered me to. I don't see a "Common" Folder or those two .sqs files. Where are the following(?): unit (infantry and vehicles) definitions Common\InitUnitTypes.sqs structure type definitions Common\InitStructureTypes.sqs Where do I obtain your source code? Forgive me. I'm fairly new to editing CTI. You have the wrong version. That's the old one based on MFCTI 1.0 I'd suggest you get crCTI 0.2 from http://cr-ofp.dyndns.org/ and edit that one instead. It's alot easier to modify than regular MFCTI. Share this post Link to post Share on other sites
cleanrock 0 Posted September 9, 2004 salisan is correct Share this post Link to post Share on other sites
GIGN_Orbarth 0 Posted September 9, 2004 I tested in an offline game your crCTI 0.2 and i must say that i really like it cleanrock, that is a really good job. I gave the commander position to an AI to see how they behave, and while i never saw a chopper in the long fun game i had , there were huge tanks battles near Levie near the end game, when the 2 factions had a good amount of money running. And actually the best thing i noticed is that despite those huge tanks battles, it is a very lot more friendly to my computer than all the mfCTI versions. Good job on that, i am looking forward to your next versions to see what kind of features you will activate. Thanks for the good work, i had a good fun. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted September 10, 2004 If Malboeuf did take the time to unpbo a crCTI mission he would find out he is wrong .crCTI is written from scratch .. of course it is inspired by Mike Melvins MFCTI (which i modded for a year into MFCTI CR-#.#). When i planned some major changes to my MFCTI CR mod i ended up with rewriting everything from scratch. you have not wrote it from scratch, you have modified - I have watched each map release you have put out Lots of work on it I will credit you there Share this post Link to post Share on other sites
RN Malboeuf 12 Posted September 10, 2004 there were huge tanks battles near Levie near the end game, thats rare, in league play the squads go for the all tooooo easy town wins CR maps are off scale and many league wins were done in 8-13 minutes because of this even now we played it once on our server and simply ignored since the tank battles in wgl (no addon version) MFCTI v0.22 has by far the best tank battles we have seen Share this post Link to post Share on other sites
Intrepidus <TZW> 0 Posted September 10, 2004 Thanks salisan, cleanrock and others: I appreciate your tips, and so will all my buddies once I get to point where I thoroughly understand all of this. I've UNpbo-ed the correct mission, and easily see what .sqs files I'm needing. I'm sure I'll have more questions before I'm done though. ;) From what I've heard it's much easier to replace units and vehicles rather than adding additional vehicles and armaments to what's already there... Share this post Link to post Share on other sites
Intrepidus <TZW> 0 Posted September 10, 2004 RN Malboeuf, I must admit that I prefer the structures in WGL and the weather effects, as well as the armour ratios with armour, vehicles and aircraft. But pretty much ALL the small arms are not sighted properly. In fact, they're sighted quite abysmally. Share this post Link to post Share on other sites
GIGN_Orbarth 0 Posted September 10, 2004 there were huge tanks battles near Levie near the end game, thats rare, in league play the squads go for the all tooooo easy town wins CR maps are off scale and many league wins were done in 8-13 minutes because of this even now we played it once on our server and simply ignored since the tank battles in wgl (no addon version) MFCTI v0.22 has by far the best tank battles we have seen My observations on the crCTI 0.2 (precision : crCTI is not the same missions as mfCTI-CR-xxx is) was based only on an offline test game with only AI as players (with me of course). Certainly online, and especially on leagues everything is very different . In mfCTI , on offline coop, there are lot of battles but when i play mfCTI online everything is often solved in an initial "rush" without really caring of capturing town or defending them, making things more TDM than CTI (fortunately sometime i have some good old fashioned long mfCTI games that are not "rush" decided). Of course i have not tested every version (and there are a lot) of mfCTI to see if there are some of them that can prevent those TDM-like games that are uninteresting from my point of view. Share this post Link to post Share on other sites
cleanrock 0 Posted September 10, 2004 Dont take Malbeoufs word as fact .. for some weird reason he is on crusade to scare people away from crCTI. Test crCTI and find out if u like it or not. Share this post Link to post Share on other sites
Intrepidus <TZW> 0 Posted September 11, 2004 cleanrock, could you point out my mistakes in this section of code: ; args: [unit, si] _unit = _this Select 0 _si = _this Select 1 ? (_si == siRangers): goto "EquipRangers" ? (_si == siBrits): goto "EquipBrits" ? (_si == siEast): goto "EquipEast" Exit #EquipRangers RemoveAllWeapons _unit _unit AddMagazine "M16" _unit AddMagazine "M16" _unit AddMagazine "M16" _unit AddMagazine "M16" _unit AddWeapon "M16" _unit selectWeapon "M16" _unit AddMagazine "LAWLauncher" _unit AddMagazine "LAWLauncher" _unit AddWeapon "LAWLauncher" _unit AddMagazine "HandGrenade" _unit AddWeapon "Binocular" ;_unit AddWeapon "NVGoggles" Exit #EquipBrits RemoveAllWeapons _unit _unit AddMagazine "JAM_W556_30mag" _unit AddMagazine "JAM_W556_30mag" _unit AddMagazine "JAM_W556_30mag" _unit AddMagazine "JAM_W556_30mag" _unit AddWeapon "UKF_SA80" _unit selectWeapon "UKF_SA80" _unit AddMagazine "LAW80" _unit AddWeapon "ukf_LAW80" _unit AddMagazine "HandGrenade" _unit AddWeapon "Binocular" ;_unit AddWeapon "NVGoggles" Exit #EquipEast RemoveAllWeapons _unit _unit AddMagazine "AK74" _unit AddMagazine "AK74" _unit AddMagazine "AK74" _unit AddMagazine "AK74" _unit AddWeapon "AK74" _unit SelectWeapon "AK74" _unit AddMagazine "RPGLauncher" _unit AddMagazine "RPGLauncher" _unit AddWeapon "RPGLauncher" _unit AddMagazine "HandGrenade" _unit AddWeapon "Binocular" ;_unit AddWeapon "NVGoggles" Exit The units with this section of code come out with the default loadouts for their class name. Not with the loadouts above. Share this post Link to post Share on other sites
cleanrock 0 Posted September 11, 2004 i guess _si does not match any of your si's and exits. Share this post Link to post Share on other sites
GabKa73 0 Posted September 15, 2004 Is your crCTI coop-ready as it is or will you make coop versions in the future? I'm asking because mfCTI had special coop versions. Share this post Link to post Share on other sites
cleanrock 0 Posted September 15, 2004 Is your crCTI coop-ready as it is or will you make coop versions in the future? I'm asking because mfCTI had special coop versions. AI side plays well, i.e. if u play vs a full AI side u will usually have a tough game. Share this post Link to post Share on other sites
Intrepidus <TZW> 0 Posted September 16, 2004 i guess _si does not match any of your si's and exits. Could you be a little more detailed with your explanation? I'm not following you. Thanks. Share this post Link to post Share on other sites
Intrepidus <TZW> 0 Posted September 16, 2004 I'm trying to add additional weapons and ammo to your CTI, cleanrock. I've tried many things, but nothing works. I'm trying to add the following weapon, BAS_JM4ACOG and its ammo, JAM_W556_30mag to the following lines of code without success? Perhaps you could point me in the right direction? equipDefs set [_type, ["M16 Mag", 2, "west", isGeneral, 1, "M16", "\dtaExt\equip\m\m_m16" ]] atM16 = _type _type = _type + 1 weaponDefs set [_type, ["M16", 10, "west", wtPrimary, "M16", "\dtaExt\equip\w\w_m16", [[atM16,4],[atMortar,0]] ]] _type = _type + 1 Also I'm curious how I can make and add custom images of weapons, ammo, vehicles etc, so that you can see them within the barracks, light factory etc. Suggestions? Share this post Link to post Share on other sites
cleanrock 0 Posted September 17, 2004 changing equipment is very easy and should be self explanantory, here u have an example anyway: equipDefs set [_type, ["5.56 Mag", 2, "west", isGeneral, 1, "JAM_W556_30mag", "<path to new image here>" ]] at556x30 = _type _type = _type + 1 weaponDefs set [_type, ["M4 ACOG", 10, "west", wtPrimary, "BAS_JM4ACOG", "<path to new image here>", [[at556x30,4],[atMortar,0]] ]] _type = _type + 1 PS. ur default loadout problem and this is very basic stuff .. i wish u good luck Share this post Link to post Share on other sites