kronzky 5 Posted December 21, 2007 Oh, well... That's defined in init.sqf. Look for the variable EVO_citydef, which contains 11 nested arrays (one for each city). Parameter 5 in each array is for the number of infantry groups, parameter 6 for armored groups. So, for Paraiso it's: ["par",parlist,apar,false,<span style=color:red'>12,6</span>,parso1,"s","paraiso], which means <span style='color:red'>12</span> infantry and <span style='color:red'>6</span> armored groups. Good luck... Share this post Link to post Share on other sites
teilx 4 Posted December 21, 2007 oh very fast thx alot Share this post Link to post Share on other sites
skypine27 0 Posted December 22, 2007 Any news on a newer version? Â One that might contain a few more tweaks (and maybe with a choice of PBOs that one could install, one with the default max of 12 guys, and maybe another with 18 or so) Great mod by the way. ANy reason it would not work with some aftermarket mods? Â Im playing with Q11's Recoil Mod, SIX_Pack1 Tracers, and Drugs Vegitation Fix. I have some problems with the tracers. Â Some times they work, some times they do not (though they always worked in the stock Armed Assault campaing) Thanks again for all the hard work. Share this post Link to post Share on other sites
teilx 4 Posted December 22, 2007 Hey Skypine for more units Recruit u must extract EvolutionSP.pbo .Go into action folder and open with editor and you must search for recruit!!! "if (_rank < 1) exitwith {handle=[2] execVM "scripts\req.sqf"}; if (_rank < 2 and _ainum >= 4) exitwith {hint localize "EVO_066";}; if (_rank < 3 and _ainum >= 8) exitwith {hint localize "EVO_066";}; if (_rank < 4 and _ainum >= 12) exitwith {hint localize "EVO_066";}; if (_rank < 5 and _ainum >= 16) exitwith {hint localize "EVO_066";}; if (_rank < 6 and _ainum >= 21) exitwith {hint localize "EVO_066";}; if (_rank >=6 and _ainum >= 25) exitwith {hint localize "EVO_066";}; " Â Â or download the mission http://rapidshare.com/files....bo.html or http://rapidshare.com/files/78269289/EvolutionSP.Sara.pbo.html with much more enemy infantry i hope(not tested) Share this post Link to post Share on other sites
Jack-UK 0 Posted December 22, 2007 Hmm, everytime i download this map from your website Kronzky i get a 'File is invalid' error, ive tried 'Opening' and 'Saving' and it wont open the zip file :S Anyone else having this issue? That's the first time I've heard about that (and there have been thousands of downloads of that file. Could it be that perhaps once your download got corrupted, and now you're having problems overwriting that corrupted file, and that's why you keep getting that same error? Try saving it under a different name, in a different location, and see what happens. Cheers for the response, i re-downloaded today and it seems to have cleared my cache of the old/corrupt evoSP zip and now opens fine. Thanks for the mission Share this post Link to post Share on other sites
manzilla 1 Posted December 22, 2007 Hey Skypine for more units Recruit u must extract EvolutionSP.pbo .Go into action folder and open with editor and you must search for recruit!!!"if (_rank < 1) exitwith {handle=[2] execVM "scripts\req.sqf"}; if (_rank < 2 and _ainum >= 4) exitwith {hint localize "EVO_066";}; if (_rank < 3 and _ainum >= 8) exitwith {hint localize "EVO_066";}; if (_rank < 4 and _ainum >= 12) exitwith {hint localize "EVO_066";}; if (_rank < 5 and _ainum >= 16) exitwith {hint localize "EVO_066";}; if (_rank < 6 and _ainum >= 21) exitwith {hint localize "EVO_066";}; if (_rank >=6 and _ainum >= 25) exitwith {hint localize "EVO_066";}; " or download the mission http://rapidshare.com/files....bo.html or http://rapidshare.com/files/78269289/EvolutionSP.Sara.pbo.html with much more enemy infantry i hope(not tested) I just gotta ask for the sake of dl'ing your EvoSP variations... Is this kosher with Kronzky? I wanna try these variations but it would be nice to know. Just in case he doesn't want multiple versions floating around. Regardless, thanks I am curious to see what these are like. Share this post Link to post Share on other sites
teilx 4 Posted December 22, 2007 oh sorry is not the original .  Ãs just an example for more recruit units (missions 1) and more enemy infantry (mission 2 "corazol is now everon for better gameplay i think(bridge bug!!!.. " mr.Burns standalone XAM_GHIL.pbo needed!!!  example for guys who dont know what must change(like me)NO OTHER CHANGES include ^^ "Any news on a newer version?  One that might contain a few more tweaks (and maybe with a choice of PBOs that one could install, one with the default max of 12 guys, and maybe another with 18 or so)" or this!!!=) For change recruit limit read one of my posts before, or you want more enemys read kronkys last post.good luck Kronzky Posted on Dec. 21 2007,22:37 -------------------------------------------------------------------------------- Oh, well... That's defined in init.sqf. Look for the variable EVO_citydef, which contains 11 nested arrays (one for each city). Parameter 5 in each array is for the number of infantry groups, parameter 6 for armored groups. So, for Paraiso it's: ["par",parlist,apar,false,12,6,parso1,"s","paraiso"], which means 12 infantry and 6 armored groups. Good luck...  Thx  alot again    Share this post Link to post Share on other sites
kronzky 5 Posted December 22, 2007 Is this kosher with Kronzky? I wanna try these variations but it would be nice to know. Just in case he doesn't want multiple versions floating around.Regardless, thanks I am curious to see what these are like. As far as I'm concerned, I'm ready to release it into the "public domain" (i.e. you can do with it whatever you want). But since KilJoy is still the main creator of the mission, I wanted to check with him first. Unfortunately, his mailbox is overflowing, so I wasn't able to PM him yet. But since he was never too interested in the SP version anyway, I wouldn't really expect him to veto that idea. So you guys can probably go crazy modifying it to your heart's content. But please don't open a new thread for each single variation. Please keep'em all in here. Thanks. Share this post Link to post Share on other sites
Mr_Tea 0 Posted January 8, 2008 Any chance for an red vs.blue Evolution SP? Share this post Link to post Share on other sites
CharveL 0 Posted January 8, 2008 Just wanted to key in here and mention that this is my favourite mod for SP overall. I have noticed that every now and then things get corrupted somehow and the AI start walking through walls but a reload generally cures that. There's still issues with AI not crossing bridges preferring to drown themselves but that's the game's fault not Evolution. I've run into some wierd stuff like having to transport a prisoner along with some of my recruits back to base only to have them blow up the civ car (and themselves along with it) as soon as the POW gets out but overall pretty good fun. The first city is by far the best (out of the 4 I've gone through) with other units from farther parts of the city responding to trouble I make for them but for some reason I haven't seen a lot of that going on in other cities. That might just be me but they seem more...disorganized. Maybe when I hit Corazol it will be more challenging again. I don't really bother bringing lots of AI and support convoys anymore as it's pretty much a waste of time trying to get them to follow orders and not get trapped somewhere. Too much time spent babysitting. Share this post Link to post Share on other sites
kronzky 5 Posted January 9, 2008 Any chance for an red vs.blue Evolution SP? Not by me, I'm afraid. I recently moved over to VBS2, and am more than busy there... But if anybody else wants to take a shot at it, go for it. As I mentioned above, as far as I'm concerned, this mission is now in the public domain, and you can do with it whatever you want. Share this post Link to post Share on other sites
horrgakx 1 Posted January 9, 2008 I finished the single player last night - all the towns don't have the grey circles and also I did all the 7 missions. Should there be an ending? Thoroughly enjoyed this mission, was almost like a campaign! Share this post Link to post Share on other sites
Mr_Tea 0 Posted January 9, 2008 But if anybody else wants to take a shot at it, go for it.As I mentioned above, as far as I'm concerned, this mission is now in the public domain, and you can do with it whatever you want. It may happen that i make a conversion for the CWR mod. But i have to wait for the CWR final, than i can see how it works out. First test of Evolution SP together with the CWR demo are promising. Share this post Link to post Share on other sites
nastros 0 Posted January 11, 2008 i was wondering since people are editing this mission has anyone managed t get a respawn function i tried it before on a differant single player mission but didnt work so if anyone has could they show me how they did it Share this post Link to post Share on other sites
Mr_Tea 0 Posted January 11, 2008 Unpbo the mission and take a look inside, everything is there. Share this post Link to post Share on other sites
nastros 0 Posted January 11, 2008 so there is already a respawn function in the scripts because i have unpboed it guess i never spotted it thanks Share this post Link to post Share on other sites
nastros 0 Posted January 11, 2008 ive been playing aroun with this for a couple of hours now and cant seem to figure out anyway i can make the player respawn in singleplayer it does work if i save it as a multiplayer mission but id still like to be able to respawn in single player if anyone can help me put this into the mission it would be much appreciated as i think that the game feels better with a respawn rather than just saving Share this post Link to post Share on other sites
lamx30108200 0 Posted January 13, 2008 Hi, I would like to know if people are using addons and which ones work fine with this evolution sp map thanks Share this post Link to post Share on other sites
Mr_Tea 0 Posted January 13, 2008 Unit replacer works without editing, they must be set up to replace the BIS standard models. The XAM mod is usable too, without some special XAM features. CWR works too, but the new equipment used in Evolution SP does not fit in the CWR timeline, but i`m on it. Only needs some addons that are not released atm. Share this post Link to post Share on other sites
hit-man 0 Posted January 13, 2008 Just like to say thank you for this extraordinary great mission ! ArmA finally runs great and i can enjoy this massive, brilliant mission with my AGP X1950XT! This kind of user-missions shows what ArmA is capable of ! And i think the mission is good as it is. I loved starting "me against the world", infiltrating Paraiso. I found a good defensive position and killed lots of enemys. Then i took out one by one with the sniper-rifle from the hills around the city. Never stop moving... Now it's a big fun to develope strategies and make the best use of all your vehicles, choppers and planes ! Share this post Link to post Share on other sites
lamx30108200 0 Posted January 13, 2008 Anyone using Maddmatt's effects, NWD_Ballistic and/or Chammy's sound mod without any issues with the saving system?? Oh, and, can the laser marker be used effectively in this single player mission ?? Thanks Share this post Link to post Share on other sites
Mr_Tea 0 Posted January 13, 2008 I sue Maddmatt`s effects and Fromz soundmod in v.1.4 without problems. The laser can be used, but you have to recruit an AI soldier to fly an plane. And you must have the required rank to operate that plane at first. Share this post Link to post Share on other sites
manzilla 1 Posted January 13, 2008 Anyone using Maddmatt's effects, NWD_Ballistic and/or Chammy's sound mod without any issues with the saving system??Oh, and, can the laser marker be used effectively in this single player mission ?? Thanks I use those, plus many more mods/addons, and I have not had any issues with saves. But that is fully attributed to the v1.09 beta patch. Before BIS released it, I could not use these addons/mods with EvoSP and successfully load a game. CTD every time. Are you using v1.09 Beta Patch? If not, there is your save issue. DL it and your issue should go away. I hope I didn't misunderstand what you are getting at. Share this post Link to post Share on other sites
lamx30108200 0 Posted January 13, 2008 Awesome !! thanks....actually I'm playing with the 1,08 patch....so I'll try with 1.09 beta....now I hope Ithere will be no issues playing evolution with all my mods (Chammy's sound, Maddamtt's fx, NWD_ballistic, Six_tracers, vegetation fix, six_pack 2) Share this post Link to post Share on other sites
manzilla 1 Posted January 13, 2008 Awesome !! thanks....actually I'm playing with the 1,08 patch....so I'll try with 1.09 beta....now I hope Ithere will be no issues playing evolution with all my mods (Chammy's sound, Maddamtt's fx, NWD_ballistic, Six_tracers, vegetation fix, six_pack 2) v1.08 is what's ailing you, positive. Prior to v1.09 beta, I used the same addons plus many more, minus ArmAEffects. If I added ArmAEffects to the mix saves would never load. The CTD Loading thing was a problem with ArmA that effected all large missions. BIS fixed it in v1.09 beta. The best thing ever. Now no amount of AddOns, Mods I use will crash even the largest most script-intensive mission. Share this post Link to post Share on other sites