Jump to content
Sign in to follow this  
KilJoy -SFG-

Evolution V1.0 Large scale respawn coop

Recommended Posts

Respawn Bug, nothing at all respawning, no hummers, fuel,repair trucks, no mh-6s on 1.5 version after 4+ hours played. Tried on both 24hr and 24 hr mh6R options.

Share this post


Link to post
Share on other sites

First time i tried this mission (1 man coop MP only), and i worked my *bum* off until i was able to fly the AH6. Awesome & lots of fun.

My only problem is that i can't clean cities on my own when i'm flying back for rearming, all enemies spawn again.

Any trick to fix it for a 1man session?

Would leaving a recruited AI unit somewhere in the city work?

Share this post


Link to post
Share on other sites

Fixed the respawn problem in version 1.5a. Its in the first post.

Thanks for the quick report dec and stobbsy.

Share this post


Link to post
Share on other sites

I couldn't fiend it any answers on the forum here (didn't search too hard?!wink_o.gif

well my question is what commands I can use and server settings (I know about the server file I can mod)?

For the evolution mission and other missions.

Sorry I have the answer!

Share this post


Link to post
Share on other sites

missing lines for spect in init.sqf for no spectate error.

Quote[/b] ]KEGsShownSides = [west];

[] execVM "spect\specta_init.sqf";

band.gif

Share this post


Link to post
Share on other sites

@Wanderfalke i will fix it next ver thanks, spect still works ok tho.

Im thinking of combining command and spectator mode somehow so you can order your ai while spectating.

@Espectro I havent had time yet to read up on it. Seems that might be a big change how long do you think it would or should take to rank up in a mmorpg style arma evoloution mix thing?

Share this post


Link to post
Share on other sites

Evolution 1.5a

Anyone else got this bug? No matter what viewdistance i set. I see about 200m. Can't even see the trees near the Airport. Also atleast two other SES-members had the same problem.

Here's a screenie. See i set the viewdistance to 20500 and look what i see? smile_o.gif

ViewDistanceBug

Share this post


Link to post
Share on other sites
Evolution 1.5a

Anyone else got this bug? No matter what viewdistance i set. I see about 200m. Can't even see the trees near the Airport. Also atleast two other SES-members had the same problem.

Here's a screenie. See i set the viewdistance to 20500 and look what i see? smile_o.gif

ViewDistanceBug

Was the Fog over the airport? There is dynamic weather.

Share this post


Link to post
Share on other sites

THX for the super mission and the only reason I bought this game, well beside the killing, flying thing and the super map.

Hope u keep up the nice work!

Some stuff to say (don't know if already brought up)

- FARP wont refill missiles on choppers

- If you die or re-join the server and you have some one in your team (AI or human) u cant see him on the bottom

Suggestion

- That you can cancel a mission

- A 24h mode that takes 4 hours instead of 1h which is crazy and too fast and you get dizzy smile_o.gif

- A airport deafens line which is manned by US AI, and make the ruski attack bigger (ad +10 soldiers not just a BMP, what I saw)

- Spotlights at airport

- Saw that some wrote something about it- where are the pistols?

- Russian weapon depots (guns) in citys, not too many thou

- Hokum should attack more, maybe set to novice not veteran or what ever its set to, so it misses its attacks BUT attacks more instead of just flying (say 85% it misses but at the same time scares the shit out of you smile_o.gif

I dont know if all this is possible or in your taste, but hey those are my thoughts. smile_o.gif

Share this post


Link to post
Share on other sites

There seems to be an issue somehow with fog not resetting the effect when you are out of the trigger. for now fly into or get somone to fly you in and out of fog if this happins to you. Ill have it fixed for the next version.

@Msciwoj press 0 - 0 - 3 to cancel a mission.

Share this post


Link to post
Share on other sites

@KilJoy [sFG]

Comments:

Brilliant decision on including Kegetys specate script  thumbs-up.gif

This really makes Evolution so much more attractive.....

Feedback/Bug Report/Suggestions:

-The Specate Script needs some work ..... Sometimes it prints out a script error (though continueing to work) and sometimes clicking on "target" or "camera" will not make the choose menu open (so you are forced to change the camera and target with the key binds)

-For some strange reason when spectating, the whole experience doesn't run as smooth as in earlier versions of Kegetys specate script... It kinda runs with 5-10 FPS (as if the maxmessagesent has been reduced).....

-When running in 1 hour day mode the rain clouds still pass by way too fast.... probably there is a way to unsync their cycle from the sunpath.....

-I would suggest to punish any friendly kill with 1 minute of jail time since this would make ppl more aware of their coplayers and add more reality to the game (since FF is also always investigated in reallife too by a military court)

Share this post


Link to post
Share on other sites

thanks KJ for listening  smile_o.gifyay.gif

Share this post


Link to post
Share on other sites

I don't know if this has already been brought up..

This mission would make an EXTREMELY good basis for a CTI war, I think. Only, instead of shit-stomping the AI, you'd face a mixture of AI and humans on both sides!

Share this post


Link to post
Share on other sites
@ April 25 2007,20:50)]@satexas69 just put the line

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">persistent=1;

in your server .cfg and once the game is started it does not need players in the server to stay going. Evo was always intended to be played this way.

That's what I thought, but it doesn't work for me. I'll do more troubleshooting - thanks.

EDIT:

"Persistant=1; //Keep server mission going"

It would help if I could actually SPELL! HAHAHAAH

"PersistEnt"

Share this post


Link to post
Share on other sites
This mission would make an EXTREMELY good basis for a CTI war, I think.

I respectfully disagree.

This mission highly encourages the term "CO-OP" in a CO-OP mission. It's wired that way, and quite frankly, I like it exactly how the author's coding it.

Also, it plays GREAT for those that have just a couple people AND those that have many.

Share this post


Link to post
Share on other sites
@ April 25 2007,20:06)]@Wanderfalke i will fix it next ver thanks, spect still works ok tho.

Im thinking of combining command and spectator mode somehow so you can order your ai while spectating.

@Espectro I havent had time yet to read up on it. Seems that might be a big change how long do you think it would or should take to rank up in a mmorpg style arma evoloution mix thing?

Years. Laugh!

Share this post


Link to post
Share on other sites
This mission would make an EXTREMELY good basis for a CTI war, I think.

I respectfully disagree.

This mission highly encourages the term "CO-OP" in a CO-OP mission. It's wired that way, and quite frankly, I like it exactly how the author's coding it.

Also, it plays GREAT for those that have just a couple people AND those that have many.

You would expect people to suddenly not cooperate if there was a couple of players on the east side?

Share this post


Link to post
Share on other sites

Found a bit of a rearming bug.

If you drive a vehicle with multiple mags (MG or GL etc) up to an ammo truck it will only refill the mag its using at the moment. It won't replace the spare mags.

Also, sometimes it won't fully fill the mag completly and selecting re-arm from the action menu only adds 1 extra round.

Share this post


Link to post
Share on other sites
Found a bit of a rearming bug.

If you drive a vehicle with multiple mags (MG or GL etc) up to an ammo truck it will only refill the mag its using at the moment. It won't replace the spare mags.

Also, sometimes it won't fully fill the mag completly and selecting re-arm from the action menu only adds 1 extra round.

This is an known bug with AA, happens in all missions.

DragoFire

Share this post


Link to post
Share on other sites

1.4e error on the missions seems taht he don't find the mission

foutmeldingsc0.png

Share this post


Link to post
Share on other sites

1.5a Bugs:

If you are playing, leave, and come back, the city of paraiso will show the secondary marker on the map as incompleted, but if you drive there, no tower.. it is. (Assuming that it's already been done in the mission of course)

Share this post


Link to post
Share on other sites

Sometimes in 1.5a, when operating the 'Waterpatrolmission', the markers that should be visible to the whole squad (better to say: it was actually visible to me, a grunt in the squad, before that 'bug' occured) are visible for the squadleader only.

Also a weird bug occured to the squadleader with something saying about a 'groupmember' or so, when we were trying to get to the recent known waypoint. We've missed to make a screenshot of the error and the affected script due to the hostiles that were shooting at us and yes, now they score; so resistance to them was somehow inevitable wink_o.gif

However, we have encountered those bugs the first time with Evolution after forming a squad. The last days went fine w/o any problem. Could it be, that the link-up procedure was too fast? I mean the squadleader was just ready with the sync, when he accepted the link-up request. And hell ya, the server was lagging and the usual player bandwidth was barely double-digit. Maybe a sript stumbled on it?

Beside the evolution of Evolution, which i find a bit confusing because of the constant release of new versions, this map is great fun and marvelous designed. Thumbs up!

Edit: Another question regarding the convoy-ambushmission: As far as we have seen, the convoy starts at a given point moving to a town, let us say it is delores, and seems to stay there. Dolores was hostile territory and we had not a single chance to destroy this convoy, neither when it was moving, nor when it entered dolores. It took just too much time to pilot the MH6 to a good spot in consideration of imperative evasion of anti-air. Is it possible to have the start- and endpoints of the convoy dynamic regarding towns and their status (liberated/occupied)? At the moment it is hilarious and suicidal to accept this side-mission. But maybe the side-mission are meant to be played by the time the primary/secondary stuff was done - yes / no?! wink_o.gif

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×