Blazen 0 Posted January 9, 2008 It's definitly a bummer to get shot down and not know exactly where it came from or somtimes from what. However at the begining of a game people don't have the money or resources to get a chopper or plane so they are forced to take towns on foot. Once players have the money and resources to buy choppers and planes, they should have the constant threat there. Â Getting shot down sucks but it only makes you better the next time around. We haven't really tested the money system as of yet because we've wanted to have enough money so that we can pretty much buy whatever we want as fast as the commander can build it. I would suggest however, a menu somwhere that allows the commander to set a percentage of how much money players will recieve from towns and the ability to transfer these funds. This way a commander can put up an adequate base quickly and make sure players not only have enough money to work with but not to much money being waisted early in a game. As for the lag factor. We played on a friends PC with 25 slots open... that is we had 5 people playing OPFOR and 10 slots open for both US and Independent. There was abosolutly no lag. Share this post Link to post Share on other sites
Doolittle 0 Posted January 11, 2008 Okay Blazen, I added in a time delay for helicopters and tanks until they are built. Also more chance AI will carry AA or even spawn in heli (if it's an AI-only team). Share this post Link to post Share on other sites
Blazen 0 Posted January 12, 2008 We tested last night and everything seemed to be working great! The delay seemed to be working. We played on the Call911 server with two four person teams there was no lag and alot going on constantly. There was a few things I thought could use improvements. We only saw one enemy aircraft in all the tests. Also all of the names of objects that can spawn from the repair trucks are incorrect. The garage is practically useless. The heavy factory has alot of things that should spawn from the garage and some of the things in the garage should prob not even be in there such as the bus. We also tested different money settings. 200 per town seemed to be the most challenging setting and made it hard in single team play to keep even one town for 2 people. However 600 per town made it easy for just 3 people to win in under an hour. I think 400 per town is a good easy level for this mission while 25 or 50 could possibly be a good hard level. Ranging from 50 per town to 400 per town would probobly make for some good game play. Also the garage should be cheaper than the Heavy factory and contain the Hummers such as the MK19 and TOW. Same for the OPFOR which would be the UAZ's. If the garage were cheaper than the heavy factory by say 2,000 to build then player would be enticed to build it before the heavy factory for lighter/cheaper vehicals earlier in the game. Somthing like: 1,000 = Repair/Ammo Depot 2,000 = Barracks 2,500 = Garage This way a Commander can build a Repair, Barracks, and Garage at the begining and leave some options for players at base. Also the players should start with enough money to buy one repair truck. Currently the repair trucks cost 2,000. I would suggest bringing down the repair truck cost to 1,000 so players have the option of buying one after a commander builds the repair. The cost of the M1A1 and T72 is currently 5,000. If this cost was brought up to around 8,000 than you would have a much easier buffer to work with when pricing vehicals of lesser value such as the Vulcan, M113, Hummers, ect. and a greater chance that players won't be romping through towns with teams of M1A1's early into the game. 5,000 = Heavy Factory 10,000 = Airfactory The Royals Have no attack Heli's like the OPFOR and BLUFOR teams in the Airfactory. One other thing I noticed is that there is no option to airdrop Ammo Crates. This could be another option for the Repair Truck or Ammo Trucks. Last but not least the AI that spawn to protect towns seem to leave the towns more than stay to defend them. I think it is very cool that the AI that spawn in as reinforcements leave the towns to destroy enemy forces. However The lack of ressistance in towns leaves players fighting thier battles out of towns more than in them. Is there anyway to spawn both AI that stay around a flag in a town and AI that seek to destroy? Having both stationary AI and roaming in towns and on maps would be a very nice addition. The AI seemed to be a little more aggressive with spawning AA soldiers and the occasional enemy aircraft. It would be nice to see machine gunners and BRDM's firing at aircraft as well. We only saw one enemy aircraft the entire night. It was nice to see one however as the game progresses it would be nice to see more and more of them as players get more money to buy attack helo's and planes. Good Job so far. I'm gonna see if we can do some more testing tonight if it's alright with Call911. Keep up the good work we love it! Share this post Link to post Share on other sites
Doolittle 0 Posted January 12, 2008 Thanks for the great feedback! Now we're talking... I don't know what you mean about Repair Truck stuff labeled wrong? I checked and it looks right.. what language version are you using? I like the changes you're suggesting and will have to probably do a major overhaul of the money costs. May I ask... did time of day pass too fast or too slow? Did you notice weather changes? Did they happen too often or not enough? Did you see wreckage and bodies getting cleaned up? I flew around the island a little just now by myself and it's pretty cool how there seems like a battle happening all around down below.. almost eerie. If I showed you (or anyone) the buy array for the buildings, would you be willing to help me tweak it to get the values right? This is it.. kind of hard to read but it's object type, object name, object picture, cost, time delay, and any special script needed to make it. The array is clumped into building groups. As well as each team's side. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Barracks _westarray = [["SoldierWB", "SoldierWB" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierWG", "SoldierWG" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierWMiner", "SoldierWMiner" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierWMedic", "SoldierWMedic" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierWAR", "SoldierWAR" call _vehdisplayfunc, "PK" call _weapuipicfunc, 100, 0], ["SoldierWMG", "SoldierWMG" call _vehdisplayfunc, "PK" call _weapuipicfunc, 100, 0], ["SoldierWSniper", "SoldierWSniper" call _vehdisplayfunc, "M24" call _weapuipicfunc, 100, 0], ["SoldierWAT", "SoldierWAT" call _vehdisplayfunc, "M136" call _weapuipicfunc, 100, 0], ["SoldierWAA", "SoldierWAA" call _vehdisplayfunc, "Stinger" call _weapuipicfunc, 100, 0]]; _eastarray = [["SoldierEB", "SoldierEB" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierEG", "SoldierEG" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierEMiner", "SoldierEMiner" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierEMedic", "SoldierEMedic" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierEMG", "SoldierEMG" call _vehdisplayfunc, "PK" call _weapuipicfunc, 100, 0], ["SoldierESniper", "SoldierESniper" call _vehdisplayfunc, "M24" call _weapuipicfunc, 100, 0], ["SoldierEAT", "SoldierEAT" call _vehdisplayfunc, "M136" call _weapuipicfunc, 100, 0], ["SoldierEAA", "SoldierEAA" call _vehdisplayfunc, "Stinger" call _weapuipicfunc, 100, 0]]; _guerarray = [["SoldierGB", "SoldierGB" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierGGuard", "SoldierGGuard" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierGG", "SoldierGG" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierGMiner", "SoldierGMiner" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierGMedic", "SoldierGMedic" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 0], ["SoldierGMG", "SoldierGMG" call _vehdisplayfunc, "PK" call _weapuipicfunc, 100, 0], ["SoldierGSniper", "SoldierGSniper" call _vehdisplayfunc, "M24" call _weapuipicfunc, 100, 0], ["SoldierGAT", "SoldierGAT" call _vehdisplayfunc, "M136" call _weapuipicfunc, 100, 0], ["SoldierGAA", "SoldierGAA" call _vehdisplayfunc, "Stinger" call _weapuipicfunc, 100, 0]]; buyarray = buyarray + [["Land_budova4", [_westarray, _eastarray, _guerarray], "buysoldier.sqf"]]; // Camp _westarray = [["CivilianB", "SoldierWB" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 200, 0], ["CivilianG", "SoldierWG" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 200, 0], ["CivilianMG", "SoldierWMG" call _vehdisplayfunc, "PK" call _weapuipicfunc, 200, 0], ["CivilianSniper", "SoldierWSniper" call _vehdisplayfunc, "M24" call _weapuipicfunc, 200, 0], ["CivilianAT", "SoldierWAT" call _vehdisplayfunc, "M136" call _weapuipicfunc, 200, 0], ["CivilianAA", "SoldierWAA" call _vehdisplayfunc, "Stinger" call _weapuipicfunc, 200, 0]]; buyarray = buyarray + [["CampEmpty", [_westarray], "buycamp.sqf"]]; // Garage _westarray = [["datsun1_civil_1_open", "datsun1_civil_1_open" call _vehdisplayfunc, "datsun1_civil_1_open" call _vehpicfunc, 100, 5], ["hilux1_civil_2_covered", "hilux1_civil_2_covered" call _vehdisplayfunc, "hilux1_civil_2_covered" call _vehpicfunc, 100, 5], ["Bus_city", "Bus_city" call _vehdisplayfunc, "Bus_city" call _vehpicfunc, 100, 5], ["TT650C", "TT650C" call _vehdisplayfunc, "TT650C" call _vehpicfunc, 100, 5]]; buyarray = buyarray + [["Land_bouda3", [_westarray], "buygarage.sqf"]]; // Ammo Depot _westarray = [["M240", "M240" call _weapdisplayfunc, "M240" call _weappicfunc, 100, 0], ["M249", "M249" call _weapdisplayfunc, "M249" call _weappicfunc, 200, 0], ["M4A1SD", "M4A1SD" call _weapdisplayfunc, "M4A1SD" call _weappicfunc, 100, 0], ["M4AIM", "M4AIM" call _weapdisplayfunc, "M4AIM" call _weappicfunc, 100, 0], ["M4A1GL", "M4A1GL" call _weapdisplayfunc, "M4A1GL" call _weappicfunc, 200, 0], ["M24", "M24" call _weapdisplayfunc, "M24" call _weappicfunc, 200, 0], ["M4SPR", "M4SPR" call _weapdisplayfunc, "M4SPR" call _weappicfunc, 200, 0], ["m107", "m107" call _weapdisplayfunc, "m107" call _weappicfunc, 100, 0], ["M136", "M136" call _weapdisplayfunc, "M136" call _weappicfunc, 100, 0, "buyweap2.sqf"], ["Javelin", "Javelin" call _weapdisplayfunc, "Javelin" call _weappicfunc, 200, 0, "buyweap2.sqf"], ["Stinger", "Stinger" call _weapdisplayfunc, "Stinger" call _weappicfunc, 200, 0, "buyweap2.sqf"], ["Mine", "Mine" call _weapdisplayfunc, "Mine" call _magpicfunc, 100, 0, "buyweap2.sqf"], ["PipeBomb", "PipeBomb" call _weapdisplayfunc, "PipeBomb" call _magpicfunc, 100, 0, "buyweap2.sqf"]]; _eastarray = [["PK", "PK" call _weapdisplayfunc, "PK" call _weappicfunc, 100, 0], ["AKS74U", "AKS74U" call _weapdisplayfunc, "AKS74U" call _weappicfunc, 100, 0], ["AKS74UN", "AKS74UN" call _weapdisplayfunc, "AKS74UN" call _weappicfunc, 100, 0], ["AK74GL", "AK74GL" call _weapdisplayfunc, "AK74GL" call _weappicfunc, 200, 0], ["aks74pso", "aks74pso" call _weapdisplayfunc, "aks74pso" call _weappicfunc, 100, 0], ["SVD", "SVD" call _weapdisplayfunc, "SVD" call _weappicfunc, 200, 0], ["ksvk", "ksvk" call _weapdisplayfunc, "ksvk" call _weappicfunc, 200, 0], ["RPG7V", "RPG7V" call _weapdisplayfunc, "RPG7V" call _weappicfunc, 100, 0, "buyweap2.sqf"], ["Strela", "Strela" call _weapdisplayfunc, "Strela" call _weappicfunc, 200, 0, "buyweap2.sqf"], ["MineE", "MineE" call _weapdisplayfunc, "MineE" call _magpicfunc, 100, 0, "buyweap2.sqf"], ["PipeBomb", "PipeBomb" call _weapdisplayfunc, "PipeBomb" call _magpicfunc, 100, 0, "buyweap2.sqf"]]; _guerarray = [["M240", "M240" call _weapdisplayfunc, "M240" call _weappicfunc, 100, 0], ["MP5SD", "MP5SD" call _weapdisplayfunc, "MP5SD" call _weappicfunc, 100, 0], ["MP5A5", "MP5A5" call _weapdisplayfunc, "MP5A5" call _weappicfunc, 100, 0], ["M16A2GL", "M16A2GL" call _weapdisplayfunc, "M16A2GL" call _weappicfunc, 200, 0], ["M16A4_GL", "M16A4_GL" call _weapdisplayfunc, "M16A4_GL" call _weappicfunc, 200, 0], ["M16A4_ACG_GL", "M16A4_ACG_GL" call _weapdisplayfunc, "M16A4_ACG_GL" call _weappicfunc, 200, 0], ["G36a", "G36a" call _weapdisplayfunc, "G36a" call _weappicfunc, 200, 0], ["M24", "M24" call _weapdisplayfunc, "M24" call _weappicfunc, 200, 0], ["M136", "M136" call _weapdisplayfunc, "M136" call _weappicfunc, 100, 0, "buyweap2.sqf"], ["Stinger", "Stinger" call _weapdisplayfunc, "Stinger" call _weappicfunc, 100, 0, "buyweap2.sqf"], ["Mine", "Mine" call _weapdisplayfunc, "Mine" call _magpicfunc, 200, 0, "buyweap2.sqf"], ["PipeBomb", "PipeBomb" call _weapdisplayfunc, "PipeBomb" call _magpicfunc, 100, 0, "buyweap2.sqf"]]; buyarray = buyarray + [["Land_garaz_mala", [_westarray, _eastarray, _guerarray], "buyweap1.sqf"]]; // Harbor _westarray = [["Zodiac", "Zodiac" call _vehdisplayfunc, "Zodiac" call _vehpicfunc, 100, 10], ["RHIB", "RHIB" call _vehdisplayfunc, "RHIB" call _vehpicfunc, 100, 10, "buyboattwo.sqf"], ["RHIB2Turret", "RHIB2Turret" call _vehdisplayfunc, "RHIB2Turret" call _vehpicfunc, 200, 10, "buyboattwo.sqf"]]; _eastarray = [["PBX", "PBX" call _vehdisplayfunc, "PBX" call _vehpicfunc, 100, 10]]; _guerarray = [["Zodiac2", "Zodiac2" call _vehdisplayfunc, "Zodiac2" call _vehpicfunc, 100, 10]]; buyarray = buyarray + [["Land_majak", [_westarray, _eastarray, _guerarray], "buyboat.sqf"]]; // Tank Factory _westarray = [["M1030", "M1030" call _vehdisplayfunc, "M1030" call _vehpicfunc, 100, 5], ["Truck5t", "Truck5t" call _vehdisplayfunc, "Truck5t" call _vehpicfunc, 100, 5], ["Truck5tMG", "Truck5tMG" call _vehdisplayfunc, "Truck5tMG" call _vehpicfunc, 200, 5, "buytankmed.sqf"], ["HMMWV", "HMMWV" call _vehdisplayfunc, "HMMWV" call _vehpicfunc, 100, 5], ["HMMWV50", "HMMWV50" call _vehdisplayfunc, "HMMWV50" call _vehpicfunc, 200, 5, "buytankmed.sqf"], ["HMMWVMK", "HMMWVMK" call _vehdisplayfunc, "HMMWVMK" call _vehpicfunc, 300, 5, "buytankmed.sqf"], ["HMMWVTOW", "HMMWVTOW" call _vehdisplayfunc, "HMMWVTOW" call _vehpicfunc, 300, 5, "buytankmed.sqf"], ["Stryker_ICV_M2", "Stryker_ICV_M2" call _vehdisplayfunc, "Stryker_ICV_M2" call _vehpicfunc, 300, 10, "buytankheavy.sqf"], ["Stryker_ICV_MK19", "Stryker_ICV_MK19" call _vehdisplayfunc, "Stryker_ICV_MK19" call _vehpicfunc, 400, 10, "buytankheavy.sqf"], ["Stryker_TOW", "Stryker_TOW" call _vehdisplayfunc, "Stryker_TOW" call _vehpicfunc, 400, 10, "buytankheavy.sqf"], ["M113Ambul", "M113Ambul" call _vehdisplayfunc, "M113Ambul" call _vehpicfunc, 200, 10], ["M113", "M113" call _vehdisplayfunc, "M113" call _vehpicfunc, 300, 10, "buytankheavy.sqf"], ["Vulcan", "Vulcan" call _vehdisplayfunc, "Vulcan" call _vehpicfunc, 2000, 20, "buytankheavy.sqf"], ["M1Abrams", "M1Abrams" call _vehdisplayfunc, "M1Abrams" call _vehpicfunc, 5000, 30, "buytankheavy.sqf"]]; _eastarray = [["TT650G", "TT650G" call _vehdisplayfunc, "TT650G" call _vehpicfunc, 100, 5], ["UAZ", "UAZ" call _vehdisplayfunc, "UAZ" call _vehpicfunc, 100, 5], ["UAZMG", "UAZMG" call _vehdisplayfunc, "UAZMG" call _vehpicfunc, 200, 5, "buytankmed.sqf"], ["UAZ_AGS30", "UAZ_AGS30" call _vehdisplayfunc, "UAZ_AGS30" call _vehpicfunc, 200, 5, "buytankmed.sqf"], ["Ural", "Ural" call _vehdisplayfunc, "Ural" call _vehpicfunc, 100, 5], ["BRDM2", "BRDM2" call _vehdisplayfunc, "BRDM2" call _vehpicfunc, 200, 10, "buytankheavy.sqf"], ["BRDM2_ATGM", "BRDM2_ATGM" call _vehdisplayfunc, "BRDM2_ATGM" call _vehpicfunc, 300, 10, "buytankheavy.sqf"], ["ZSU", "ZSU" call _vehdisplayfunc, "ZSU" call _vehpicfunc, 2000, 20, "buytankheavy.sqf"], ["BMP2Ambul", "BMP2Ambul" call _vehdisplayfunc, "BMP2Ambul" call _vehpicfunc, 200, 10], ["BMP2", "BMP2" call _vehdisplayfunc, "BMP2" call _vehpicfunc, 4000, 20, "buytankheavy.sqf"], ["T72", "T72" call _vehdisplayfunc, "T72" call _vehpicfunc, 5000, 30, "buytankheavy.sqf"]]; _guerarray = [["Landrover_Closed", "Landrover_Closed" call _vehdisplayfunc, "Landrover_Closed" call _vehpicfunc, 100, 5], ["LandroverMG", "LandroverMG" call _vehdisplayfunc, "LandroverMG" call _vehpicfunc, 200, 5, "buytankmed.sqf"], ["M113_RACS", "M113_RACS" call _vehdisplayfunc, "M113_RACS" call _vehpicfunc, 300, 10, "buytankheavy.sqf"], ["Vulcan_RACS", "Vulcan_RACS" call _vehdisplayfunc, "Vulcan_RACS" call _vehpicfunc, 1800, 20, "buytankheavy.sqf"], ["M1Abrams", "M1Abrams" call _vehdisplayfunc, "M1Abrams" call _vehpicfunc, 4800, 30, "buytankheavy.sqf"]]; buyarray = buyarray + [["Land_garaz", [_westarray, _eastarray, _guerarray], "buytanklight.sqf"]]; // Airport _westarray = [["MH6", "MH6" call _vehdisplayfunc, "MH6" call _vehpicfunc, 6000, 30], ["UH60MG", "UH60MG" call _vehdisplayfunc, "UH60MG" call _vehpicfunc, 6300, 30, "buyplanetwo.sqf"], ["UH60", "UH60" call _vehdisplayfunc, "UH60" call _vehpicfunc, 8000, 40], ["AH6", "AH6" call _vehdisplayfunc, "AH6" call _vehpicfunc, 8100, 40], ["A10", "A10" call _vehdisplayfunc, "A10" call _vehpicfunc, 10000, 50], ["AV8B", "AV8B" call _vehdisplayfunc, "AV8B" call _vehpicfunc, 10000, 50], ["AV8B2", "AV8B2" call _vehdisplayfunc, "AV8B2" call _vehpicfunc, 10000, 50], ["AH1W", "AH1W" call _vehdisplayfunc, "AH1W" call _vehpicfunc, 9000, 50, "buyplanetwo.sqf"]]; _eastarray = [["Mi17_MG", "Mi17_MG" call _vehdisplayfunc, "Mi17_MG" call _vehpicfunc, 6000, 30, "buyplanetwo.sqf"], ["Mi17", "Mi17" call _vehdisplayfunc, "Mi17" call _vehpicfunc, 8000, 40], ["Su34", "Su34" call _vehdisplayfunc, "Su34" call _vehpicfunc, 10000, 50, "buyplanetwo.sqf"], ["Su34B", "Su34B" call _vehdisplayfunc, "Su34B" call _vehpicfunc, 10000, 50, "buyplanetwo.sqf"], ["KA50", "KA50" call _vehdisplayfunc, "KA50" call _vehpicfunc, 9000, 50]]; _guerarray = [["MH6_RACS", "MH6_RACS" call _vehdisplayfunc, "MH6_RACS" call _vehpicfunc, 6000, 30], ["AH6_RACS", "AH6_RACS" call _vehdisplayfunc, "AH6_RACS" call _vehpicfunc, 8000, 40], ["AV8B", "AV8B" call _vehdisplayfunc, "AV8B" call _vehpicfunc, 9000, 50], ["AV8B2", "AV8B2" call _vehdisplayfunc, "AV8B2" call _vehpicfunc, 9000, 50], ["AH1W", "AH1W" call _vehdisplayfunc, "AH1W" call _vehpicfunc, 9000, 50, "buyplanetwo.sqf"]]; buyarray = buyarray + [["Land_SS_hangar", [_westarray, _eastarray, _guerarray], "buyplane.sqf"]]; // Radio _westarray = [["ParachuteWest", "SoldierWSaboteurPipe" call _vehdisplayfunc, "ParachuteWest" call _vehpicfunc, 300, 0], ["WeaponBoxWest", "WeaponBoxWest" call _vehdisplayfunc, "", 400, 0, "buyradio2.sqf"], ["HMMWV", "HMMWV" call _vehdisplayfunc, "HMMWV" call _vehpicfunc, 200, 0, "buyradio2.sqf"]]; _eastarray = [["ParachuteEast", "SoldierESaboteurBizon" call _vehdisplayfunc, "ParachuteEast" call _vehpicfunc, 300, 0], ["WeaponBoxEast", "WeaponBoxEast" call _vehdisplayfunc, "", 400, 0, "buyradio2.sqf"], ["UAZ", "UAZ" call _vehdisplayfunc, "UAZ" call _vehpicfunc, 200, 0, "buyradio2.sqf"]]; _guerarray = [["ParachuteG", "SoldierGCommando" call _vehdisplayfunc, "ParachuteG" call _vehpicfunc, 300, 0], ["WeaponBoxGuer", "WeaponBoxGuer" call _vehdisplayfunc, "", 400, 0, "buyradio2.sqf"], ["Landrover_Closed", "Landrover_Closed" call _vehdisplayfunc, "Landrover_Closed" call _vehpicfunc, 200, 0, "buyradio2.sqf"]]; buyarray = buyarray + [["Land_Vysilac_FM", [_westarray, _eastarray, _guerarray], "buyradio.sqf"]]; // Helipad _westarray = [["UralCivil", "UralCivil" call _vehdisplayfunc, "UralCivil" call _vehpicfunc, 2000, 10, "buyural.sqf"]]; buyarray = buyarray + [["HeliH", [_westarray]]]; // Ural _westarray = [["Land_trafostanica_mala", "Land_trafostanica_mala" call buildnamefunc, "", 3000, 0], ["Land_budova4", "Land_budova4" call buildnamefunc, "", 4000, 0], ["Land_bouda3", "Land_bouda3" call buildnamefunc, "", 4000, 0], ["Land_garaz_mala", "Land_garaz_mala" call buildnamefunc, "", 3000, 0], ["Land_repair_center", "Land_repair_center" call buildnamefunc, "", 4000, 0], ["Land_majak", "Land_majak" call buildnamefunc, "", 3000, 0], ["Land_garaz", "Land_garaz" call buildnamefunc, "", 6000, 0], ["Land_SS_hangar", "Land_SS_hangar" call buildnamefunc, "", 10000, 0], ["Land_Vysilac_FM", "Land_Vysilac_FM" call buildnamefunc, "", 3000, 0]]; buyarray = buyarray + [["UralCivil", [_westarray], "buybuilding.sqf"]]; // Repair Shop _westarray = [["Truck5tRefuel", "Truck5tRefuel" call _vehdisplayfunc, "Truck5tRefuel" call _vehpicfunc, 200, 10], ["Truck5tRepair", "Truck5tRepair" call _vehdisplayfunc, "Truck5tRepair" call _vehpicfunc, 2000, 10], ["Truck5tReammo", "Truck5tReammo" call _vehdisplayfunc, "Truck5tReammo" call _vehpicfunc, 2000, 10]]; _eastarray = [["UralRefuel", "UralRefuel" call _vehdisplayfunc, "UralRefuel" call _vehpicfunc, 200, 10], ["UralRepair", "UralRepair" call _vehdisplayfunc, "UralRepair" call _vehpicfunc, 2000, 10], ["UralReammo", "UralReammo" call _vehdisplayfunc, "UralReammo" call _vehpicfunc, 2000, 10]]; buyarray = buyarray + [["Land_repair_center", [_westarray, _eastarray, _westarray], "buyrepair.sqf"]]; // Repair _westarray = [["Land_hlaska", "Guard Tower", "", 300, 0], ["ShedSmall", "ShedSmall" call _vehdisplayfunc, "", 200, 0], ["Fortress1", "Fortress1" call _vehdisplayfunc, "", 300, 0], ["Fortress2", "Fortress2" call _vehdisplayfunc, "", 300, 0], ["MASH", "MASH" call buildnamefunc, "", 3000, 0], ["CampEmpty", "CampEmpty" call buildnamefunc, "", 2000, 0]]; buyarray = buyarray + [["Truck5tRepair", [_westarray, [], _westarray], "buyrepairtruck.sqf"]]; buyarray = buyarray + [["UralRepair", [[], _westarray, []], "buyrepairtruck.sqf"]]; // Ammo _westarray = [["AmmoBoxWest", "AmmoBoxWest" call _vehdisplayfunc, "", 200, 0], ["WeaponBoxWest", "WeaponBoxWest" call _vehdisplayfunc, "", 200, 0], ["SearchLight", "SearchLight" call _vehdisplayfunc, "SearchLight" call _vehpicfunc, 100, 0], ["M2StaticMG", "M2StaticMG" call _vehdisplayfunc, "M2StaticMG" call _vehpicfunc, 200, 0], ["M119", "M119" call _vehdisplayfunc, "M119" call _vehpicfunc, 500, 0]]; _guerarray = [["AmmoBoxGuer", "AmmoBoxGuer" call _vehdisplayfunc, "", 200, 0], ["WeaponBoxGuer", "WeaponBoxGuer" call _vehdisplayfunc, "", 200, 0], ["SearchLight", "SearchLight" call _vehdisplayfunc, "SearchLight" call _vehpicfunc, 100, 0], ["M2StaticMG", "M2StaticMG" call _vehdisplayfunc, "M2StaticMG" call _vehpicfunc, 200, 0], ["AGS", "AGS" call _vehdisplayfunc, "AGS" call _vehpicfunc, 400, 0], ["M119", "M119" call _vehdisplayfunc, "M119" call _vehpicfunc, 500, 0]]; buyarray = buyarray + [["Truck5tReammo", [_westarray, [], _guerarray], "buyammotruck.sqf"]]; _eastarray = [["AmmoBoxEast", "AmmoBoxEast" call _vehdisplayfunc, "", 200, 0], ["WeaponBoxEast", "WeaponBoxEast" call _vehdisplayfunc, "", 200, 0], ["SearchLight", "SearchLight" call _vehdisplayfunc, "SearchLight" call _vehpicfunc, 100, 0], ["DSHKM", "DSHKM" call _vehdisplayfunc, "DSHKM" call _vehpicfunc, 200, 0], ["AGS", "AGS" call _vehdisplayfunc, "AGS" call _vehpicfunc, 400, 0], ["D30", "D30" call _vehdisplayfunc, "D30" call _vehpicfunc, 500, 0]]; buyarray = buyarray + [["UralReammo", [[], _eastarray, []], "buyammotruck.sqf"]]; Share this post Link to post Share on other sites
Blazen 0 Posted January 12, 2008 Sure I can help with costs and time delay's. How about this? Quote[/b] ]// Barracks_westarray = [["SoldierWB", "SoldierWB" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 5], ["SoldierWG", "SoldierWG" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 125, 5], ["SoldierWMiner", "SoldierWMiner" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 200, 5], ["SoldierWMedic", "SoldierWMedic" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 5], ["SoldierWAR", "SoldierWAR" call _vehdisplayfunc, "PK" call _weapuipicfunc, 150, 5], ["SoldierWMG", "SoldierWMG" call _vehdisplayfunc, "PK" call _weapuipicfunc, 150, 5], ["SoldierWSniper", "SoldierWSniper" call _vehdisplayfunc, "M24" call _weapuipicfunc, 125, 5], ["SoldierWAT", "SoldierWAT" call _vehdisplayfunc, "M136" call _weapuipicfunc, 200, 5], ["SoldierWAA", "SoldierWAA" call _vehdisplayfunc, "Stinger" call _weapuipicfunc, 200, 5]]; _eastarray = [["SoldierEB", "SoldierEB" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 5], ["SoldierEG", "SoldierEG" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 125, 5], ["SoldierEMiner", "SoldierEMiner" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 200, 5], ["SoldierEMedic", "SoldierEMedic" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 5], ["SoldierEMG", "SoldierEMG" call _vehdisplayfunc, "PK" call _weapuipicfunc, 150, 5], ["SoldierESniper", "SoldierESniper" call _vehdisplayfunc, "M24" call _weapuipicfunc, 125, 5], ["SoldierEAT", "SoldierEAT" call _vehdisplayfunc, "M136" call _weapuipicfunc, 200, 5], ["SoldierEAA", "SoldierEAA" call _vehdisplayfunc, "Stinger" call _weapuipicfunc, 200, 5]]; _guerarray = [["SoldierGB", "SoldierGB" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 5], ["SoldierGGuard", "SoldierGGuard" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 125, 5], ["SoldierGG", "SoldierGG" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 125, 5], ["SoldierGMiner", "SoldierGMiner" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 200, 5], ["SoldierGMedic", "SoldierGMedic" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 100, 5], ["SoldierGMG", "SoldierGMG" call _vehdisplayfunc, "PK" call _weapuipicfunc, 150, 5], ["SoldierGSniper", "SoldierGSniper" call _vehdisplayfunc, "M24" call _weapuipicfunc, 125, 5], ["SoldierGAT", "SoldierGAT" call _vehdisplayfunc, "M136" call _weapuipicfunc, 200, 5], ["SoldierGAA", "SoldierGAA" call _vehdisplayfunc, "Stinger" call _weapuipicfunc, 200, 5]]; buyarray = buyarray + [["Land_budova4", [_westarray, _eastarray, _guerarray], "buysoldier.sqf"]]; // Camp _westarray = [["CivilianB", "SoldierWB" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 200, 5], ["CivilianG", "SoldierWG" call _vehdisplayfunc, "M16A2" call _weapuipicfunc, 200, 5], ["CivilianMG", "SoldierWMG" call _vehdisplayfunc, "PK" call _weapuipicfunc, 200, 5], ["CivilianSniper", "SoldierWSniper" call _vehdisplayfunc, "M24" call _weapuipicfunc, 200, 5], ["CivilianAT", "SoldierWAT" call _vehdisplayfunc, "M136" call _weapuipicfunc, 200, 5], ["CivilianAA", "SoldierWAA" call _vehdisplayfunc, "Stinger" call _weapuipicfunc, 200, 5]]; buyarray = buyarray + [["CampEmpty", [_westarray], "buycamp.sqf"]]; // Garage _westarray = [["datsun1_civil_1_open", "datsun1_civil_1_open" call _vehdisplayfunc, "datsun1_civil_1_open" call _vehpicfunc, 300, 5], ["hilux1_civil_2_covered", "hilux1_civil_2_covered" call _vehdisplayfunc, "hilux1_civil_2_covered" call _vehpicfunc, 300, 5], ["TT650C", "TT650C" call _vehdisplayfunc, "TT650C" call _vehpicfunc, 300, 5]]; buyarray = buyarray + [["Land_bouda3", [_westarray], "buygarage.sqf"]]; // Ammo Depot _westarray = [["M240", "M240" call _weapdisplayfunc, "M240" call _weappicfunc, 100, 0], ["M249", "M249" call _weapdisplayfunc, "M249" call _weappicfunc, 100, 0], ["M4A1SD", "M4A1SD" call _weapdisplayfunc, "M4A1SD" call _weappicfunc, 75, 0], ["M4AIM", "M4AIM" call _weapdisplayfunc, "M4AIM" call _weappicfunc, 50, 0], ["M4A1GL", "M4A1GL" call _weapdisplayfunc, "M4A1GL" call _weappicfunc, 75, 0], ["M24", "M24" call _weapdisplayfunc, "M24" call _weappicfunc, 75, 0], ["M4SPR", "M4SPR" call _weapdisplayfunc, "M4SPR" call _weappicfunc, 75, 0], ["m107", "m107" call _weapdisplayfunc, "m107" call _weappicfunc, 100, 0], ["M136", "M136" call _weapdisplayfunc, "M136" call _weappicfunc, 100, 0, "buyweap2.sqf"], ["Javelin", "Javelin" call _weapdisplayfunc, "Javelin" call _weappicfunc, 150, 0, "buyweap2.sqf"], ["Stinger", "Stinger" call _weapdisplayfunc, "Stinger" call _weappicfunc, 100, 0, "buyweap2.sqf"], ["Mine", "Mine" call _weapdisplayfunc, "Mine" call _magpicfunc, 100, 0, "buyweap2.sqf"], ["PipeBomb", "PipeBomb" call _weapdisplayfunc, "PipeBomb" call _magpicfunc, 100, 0, "buyweap2.sqf"]]; _eastarray = [["PK", "PK" call _weapdisplayfunc, "PK" call _weappicfunc, 75, 0], ["AKS74U", "AKS74U" call _weapdisplayfunc, "AKS74U" call _weappicfunc, 50, 0], ["AKS74UN", "AKS74UN" call _weapdisplayfunc, "AKS74UN" call _weappicfunc, 50, 0], ["AK74GL", "AK74GL" call _weapdisplayfunc, "AK74GL" call _weappicfunc, 75, 0], ["aks74pso", "aks74pso" call _weapdisplayfunc, "aks74pso" call _weappicfunc, 75, 0], ["SVD", "SVD" call _weapdisplayfunc, "SVD" call _weappicfunc, 100, 0], ["ksvk", "ksvk" call _weapdisplayfunc, "ksvk" call _weappicfunc, 100, 0], ["RPG7V", "RPG7V" call _weapdisplayfunc, "RPG7V" call _weappicfunc, 100, 0, "buyweap2.sqf"], ["Strela", "Strela" call _weapdisplayfunc, "Strela" call _weappicfunc, 100, 0, "buyweap2.sqf"], ["MineE", "MineE" call _weapdisplayfunc, "MineE" call _magpicfunc, 100, 0, "buyweap2.sqf"], ["PipeBomb", "PipeBomb" call _weapdisplayfunc, "PipeBomb" call _magpicfunc, 100, 0, "buyweap2.sqf"]]; _guerarray = [["M240", "M240" call _weapdisplayfunc, "M240" call _weappicfunc, 75, 0], ["MP5SD", "MP5SD" call _weapdisplayfunc, "MP5SD" call _weappicfunc, 75, 0], ["MP5A5", "MP5A5" call _weapdisplayfunc, "MP5A5" call _weappicfunc, 50, 0], ["M16A2GL", "M16A2GL" call _weapdisplayfunc, "M16A2GL" call _weappicfunc, 75, 0], ["M16A4_GL", "M16A4_GL" call _weapdisplayfunc, "M16A4_GL" call _weappicfunc, 200, 0], ["M16A4_ACG_GL", "M16A4_ACG_GL" call _weapdisplayfunc, "M16A4_ACG_GL" call _weappicfunc, 75, 0], ["G36a", "G36a" call _weapdisplayfunc, "G36a" call _weappicfunc, 75, 0], ["M24", "M24" call _weapdisplayfunc, "M24" call _weappicfunc, 100, 0], ["M136", "M136" call _weapdisplayfunc, "M136" call _weappicfunc, 100, 0, "buyweap2.sqf"], ["Stinger", "Stinger" call _weapdisplayfunc, "Stinger" call _weappicfunc, 100, 0, "buyweap2.sqf"], ["Mine", "Mine" call _weapdisplayfunc, "Mine" call _magpicfunc, 100, 0, "buyweap2.sqf"], ["PipeBomb", "PipeBomb" call _weapdisplayfunc, "PipeBomb" call _magpicfunc, 100, 0, "buyweap2.sqf"]]; buyarray = buyarray + [["Land_garaz_mala", [_westarray, _eastarray, _guerarray], "buyweap1.sqf"]]; // Harbor _westarray = [["Zodiac", "Zodiac" call _vehdisplayfunc, "Zodiac" call _vehpicfunc, 100, 10], ["RHIB", "RHIB" call _vehdisplayfunc, "RHIB" call _vehpicfunc, 100, 10, "buyboattwo.sqf"], ["RHIB2Turret", "RHIB2Turret" call _vehdisplayfunc, "RHIB2Turret" call _vehpicfunc, 1000, 10, "buyboattwo.sqf"]]; _eastarray = [["PBX", "PBX" call _vehdisplayfunc, "PBX" call _vehpicfunc, 100, 10]]; _guerarray = [["Zodiac2", "Zodiac2" call _vehdisplayfunc, "Zodiac2" call _vehpicfunc, 1000, 10]]; buyarray = buyarray + [["Land_majak", [_westarray, _eastarray, _guerarray], "buyboat.sqf"]]; // Tank Factory _westarray = [["M1030", "M1030" call _vehdisplayfunc, "M1030" call _vehpicfunc, 100, 3], ["Truck5t", "Truck5t" call _vehdisplayfunc, "Truck5t" call _vehpicfunc, 500, 3], ["Truck5tMG", "Truck5tMG" call _vehdisplayfunc, "Truck5tMG" call _vehpicfunc, 700, 3, "buytankmed.sqf"], ["HMMWV", "HMMWV" call _vehdisplayfunc, "HMMWV" call _vehpicfunc, 400, 3], ["HMMWV50", "HMMWV50" call _vehdisplayfunc, "HMMWV50" call _vehpicfunc, 450, 3, "buytankmed.sqf"], ["HMMWVMK", "HMMWVMK" call _vehdisplayfunc, "HMMWVMK" call _vehpicfunc, 550, 3, "buytankmed.sqf"], ["HMMWVTOW", "HMMWVTOW" call _vehdisplayfunc, "HMMWVTOW" call _vehpicfunc, 800, 3, "buytankmed.sqf"], ["Stryker_ICV_M2", "Stryker_ICV_M2" call _vehdisplayfunc, "Stryker_ICV_M2" call _vehpicfunc, 1000, 10, "buytankheavy.sqf"], ["Stryker_ICV_MK19", "Stryker_ICV_MK19" call _vehdisplayfunc, "Stryker_ICV_MK19" call _vehpicfunc, 1100, 10, "buytankheavy.sqf"], ["Stryker_TOW", "Stryker_TOW" call _vehdisplayfunc, "Stryker_TOW" call _vehpicfunc, 1500, 10, "buytankheavy.sqf"], ["M113Ambul", "M113Ambul" call _vehdisplayfunc, "M113Ambul" call _vehpicfunc, 500, 10], ["M113", "M113" call _vehdisplayfunc, "M113" call _vehpicfunc, 1000, 10, "buytankheavy.sqf"], ["Vulcan", "Vulcan" call _vehdisplayfunc, "Vulcan" call _vehpicfunc, 5000, 20, "buytankheavy.sqf"], ["M1Abrams", "M1Abrams" call _vehdisplayfunc, "M1Abrams" call _vehpicfunc, 8000, 30, "buytankheavy.sqf"]]; _eastarray = [["TT650G", "TT650G" call _vehdisplayfunc, "TT650G" call _vehpicfunc, 100, 5], ["UAZ", "UAZ" call _vehdisplayfunc, "UAZ" call _vehpicfunc, 300, 5], ["UAZMG", "UAZMG" call _vehdisplayfunc, "UAZMG" call _vehpicfunc, 350, 5, "buytankmed.sqf"], ["UAZ_AGS30", "UAZ_AGS30" call _vehdisplayfunc, "UAZ_AGS30" call _vehpicfunc, 400, 5, "buytankmed.sqf"], ["Ural", "Ural" call _vehdisplayfunc, "Ural" call _vehpicfunc, 400, 5], ["BRDM2", "BRDM2" call _vehdisplayfunc, "BRDM2" call _vehpicfunc, 1000, 10, "buytankheavy.sqf"], ["BRDM2_ATGM", "BRDM2_ATGM" call _vehdisplayfunc, "BRDM2_ATGM" call _vehpicfunc, 1500, 10, "buytankheavy.sqf"], ["ZSU", "ZSU" call _vehdisplayfunc, "ZSU" call _vehpicfunc, 5000, 20, "buytankheavy.sqf"], ["BMP2Ambul", "BMP2Ambul" call _vehdisplayfunc, "BMP2Ambul" call _vehpicfunc, 800, 10], ["BMP2", "BMP2" call _vehdisplayfunc, "BMP2" call _vehpicfunc, 3750, 20, "buytankheavy.sqf"], ["T72", "T72" call _vehdisplayfunc, "T72" call _vehpicfunc, 6500, 30, "buytankheavy.sqf"]]; _guerarray = [["Landrover_Closed", "Landrover_Closed" call _vehdisplayfunc, "Landrover_Closed" call _vehpicfunc, 100, 5], ["LandroverMG", "LandroverMG" call _vehdisplayfunc, "LandroverMG" call _vehpicfunc, 350, 5, "buytankmed.sqf"], ["M113_RACS", "M113_RACS" call _vehdisplayfunc, "M113_RACS" call _vehpicfunc, 900, 10, "buytankheavy.sqf"], ["Vulcan_RACS", "Vulcan_RACS" call _vehdisplayfunc, "Vulcan_RACS" call _vehpicfunc, 4725, 20, "buytankheavy.sqf"], ["M1Abrams", "M1Abrams" call _vehdisplayfunc, "M1Abrams" call _vehpicfunc, 8000, 30, "buytankheavy.sqf"]]; buyarray = buyarray + [["Land_garaz", [_westarray, _eastarray, _guerarray], "buytanklight.sqf"]]; // Airport _westarray = [["MH6", "MH6" call _vehdisplayfunc, "MH6" call _vehpicfunc, 1500, 30], ["UH60MG", "UH60MG" call _vehdisplayfunc, "UH60MG" call _vehpicfunc, 2500, 30, "buyplanetwo.sqf"], ["UH60", "UH60" call _vehdisplayfunc, "UH60" call _vehpicfunc, 10000, 40], ["AH6", "AH6" call _vehdisplayfunc, "AH6" call _vehpicfunc, 8100, 40], ["A10", "A10" call _vehdisplayfunc, "A10" call _vehpicfunc, 30000, 50], ["AV8B", "AV8B" call _vehdisplayfunc, "AV8B" call _vehpicfunc, 60000, 50], ["AV8B2", "AV8B2" call _vehdisplayfunc, "AV8B2" call _vehpicfunc, 80000, 50], ["AH1W", "AH1W" call _vehdisplayfunc, "AH1W" call _vehpicfunc, 45000, 50, "buyplanetwo.sqf"]]; _eastarray = [["Mi17_MG", "Mi17_MG" call _vehdisplayfunc, "Mi17_MG" call _vehpicfunc, 1500, 30, "buyplanetwo.sqf"], ["Mi17", "Mi17" call _vehdisplayfunc, "Mi17" call _vehpicfunc, 10000, 40], ["Su34", "Su34" call _vehdisplayfunc, "Su34" call _vehpicfunc, 60000, 50, "buyplanetwo.sqf"], ["Su34B", "Su34B" call _vehdisplayfunc, "Su34B" call _vehpicfunc, 80000, 50, "buyplanetwo.sqf"], ["KA50", "KA50" call _vehdisplayfunc, "KA50" call _vehpicfunc, 45000, 50]]; _guerarray = [["MH6_RACS", "MH6_RACS" call _vehdisplayfunc, "MH6_RACS" call _vehpicfunc, 6000, 30], ["AH6_RACS", "AH6_RACS" call _vehdisplayfunc, "AH6_RACS" call _vehpicfunc, 8000, 40], ["AV8B", "AV8B" call _vehdisplayfunc, "AV8B" call _vehpicfunc, 60000, 50], ["AV8B2", "AV8B2" call _vehdisplayfunc, "AV8B2" call _vehpicfunc, 80000, 50], ["AH1W", "AH1W" call _vehdisplayfunc, "AH1W" call _vehpicfunc, 45000, 50, "buyplanetwo.sqf"]]; buyarray = buyarray + [["Land_SS_hangar", [_westarray, _eastarray, _guerarray], "buyplane.sqf"]]; // Radio _westarray = [["ParachuteWest", "SoldierWSaboteurPipe" call _vehdisplayfunc, "ParachuteWest" call _vehpicfunc, 200, 0], ["WeaponBoxWest", "WeaponBoxWest" call _vehdisplayfunc, "", 400, 0, "buyradio2.sqf"], ["HMMWV", "HMMWV" call _vehdisplayfunc, "HMMWV" call _vehpicfunc, 350, 0, "buyradio2.sqf"]]; _eastarray = [["ParachuteEast", "SoldierESaboteurBizon" call _vehdisplayfunc, "ParachuteEast" call _vehpicfunc, 300, 0], ["WeaponBoxEast", "WeaponBoxEast" call _vehdisplayfunc, "", 400, 0, "buyradio2.sqf"], ["UAZ", "UAZ" call _vehdisplayfunc, "UAZ" call _vehpicfunc, 350, 0, "buyradio2.sqf"]]; _guerarray = [["ParachuteG", "SoldierGCommando" call _vehdisplayfunc, "ParachuteG" call _vehpicfunc, 300, 0], ["WeaponBoxGuer", "WeaponBoxGuer" call _vehdisplayfunc, "", 400, 0, "buyradio2.sqf"], ["Landrover_Closed", "Landrover_Closed" call _vehdisplayfunc, "Landrover_Closed" call _vehpicfunc, 350, 0, "buyradio2.sqf"]]; buyarray = buyarray + [["Land_Vysilac_FM", [_westarray, _eastarray, _guerarray], "buyradio.sqf"]]; // Helipad _westarray = [["UralCivil", "UralCivil" call _vehdisplayfunc, "UralCivil" call _vehpicfunc, 2000, 10, "buyural.sqf"]]; buyarray = buyarray + [["HeliH", [_westarray]]]; // Ural _westarray = [["Land_trafostanica_mala", "Land_trafostanica_mala" call buildnamefunc, "", 2000, 0], ["Land_budova4", "Land_budova4" call buildnamefunc, "", 2000, 0], ["Land_bouda3", "Land_bouda3" call buildnamefunc, "", 2500, 0], ["Land_garaz_mala", "Land_garaz_mala" call buildnamefunc, "", 1000, 0], ["Land_repair_center", "Land_repair_center" call buildnamefunc, "", 3000, 0], ["Land_majak", "Land_majak" call buildnamefunc, "", 3000, 0], ["Land_garaz", "Land_garaz" call buildnamefunc, "", 8000, 0], ["Land_SS_hangar", "Land_SS_hangar" call buildnamefunc, "", 25000, 0], ["Land_Vysilac_FM", "Land_Vysilac_FM" call buildnamefunc, "", 1500, 0]]; buyarray = buyarray + [["UralCivil", [_westarray], "buybuilding.sqf"]]; // Repair Shop _westarray = [["Truck5tRefuel", "Truck5tRefuel" call _vehdisplayfunc, "Truck5tRefuel" call _vehpicfunc, 750, 10], ["Truck5tRepair", "Truck5tRepair" call _vehdisplayfunc, "Truck5tRepair" call _vehpicfunc, 1000, 10], ["Truck5tReammo", "Truck5tReammo" call _vehdisplayfunc, "Truck5tReammo" call _vehpicfunc, 1000, 10]]; _eastarray = [["UralRefuel", "UralRefuel" call _vehdisplayfunc, "UralRefuel" call _vehpicfunc, 750, 10], ["UralRepair", "UralRepair" call _vehdisplayfunc, "UralRepair" call _vehpicfunc, 1000, 10], ["UralReammo", "UralReammo" call _vehdisplayfunc, "UralReammo" call _vehpicfunc, 1000, 10]]; buyarray = buyarray + [["Land_repair_center", [_westarray, _eastarray, _westarray], "buyrepair.sqf"]]; // Repair _westarray = [["Land_hlaska", "Guard Tower", "", 300, 0], ["ShedSmall", "ShedSmall" call _vehdisplayfunc, "", 200, 0], ["Fortress1", "Fortress1" call _vehdisplayfunc, "", 300, 0], ["Fortress2", "Fortress2" call _vehdisplayfunc, "", 300, 0], ["MASH", "MASH" call buildnamefunc, "", 3000, 0], ["CampEmpty", "CampEmpty" call buildnamefunc, "", 2000, 0]]; buyarray = buyarray + [["Truck5tRepair", [_westarray, [], _westarray], "buyrepairtruck.sqf"]]; buyarray = buyarray + [["UralRepair", [[], _westarray, []], "buyrepairtruck.sqf"]]; // Ammo _westarray = [["AmmoBoxWest", "AmmoBoxWest" call _vehdisplayfunc, "", 200, 0], ["WeaponBoxWest", "WeaponBoxWest" call _vehdisplayfunc, "", 200, 0], ["SearchLight", "SearchLight" call _vehdisplayfunc, "SearchLight" call _vehpicfunc, 100, 0], ["M2StaticMG", "M2StaticMG" call _vehdisplayfunc, "M2StaticMG" call _vehpicfunc, 200, 0], ["M119", "M119" call _vehdisplayfunc, "M119" call _vehpicfunc, 500, 0]]; _guerarray = [["AmmoBoxGuer", "AmmoBoxGuer" call _vehdisplayfunc, "", 200, 0], ["WeaponBoxGuer", "WeaponBoxGuer" call _vehdisplayfunc, "", 200, 0], ["SearchLight", "SearchLight" call _vehdisplayfunc, "SearchLight" call _vehpicfunc, 100, 0], ["M2StaticMG", "M2StaticMG" call _vehdisplayfunc, "M2StaticMG" call _vehpicfunc, 200, 0], ["AGS", "AGS" call _vehdisplayfunc, "AGS" call _vehpicfunc, 400, 0], ["M119", "M119" call _vehdisplayfunc, "M119" call _vehpicfunc, 500, 0]]; buyarray = buyarray + [["Truck5tReammo", [_westarray, [], _guerarray], "buyammotruck.sqf"]]; _eastarray = [["AmmoBoxEast", "AmmoBoxEast" call _vehdisplayfunc, "", 200, 0], ["WeaponBoxEast", "WeaponBoxEast" call _vehdisplayfunc, "", 200, 0], ["SearchLight", "SearchLight" call _vehdisplayfunc, "SearchLight" call _vehpicfunc, 100, 0], ["DSHKM", "DSHKM" call _vehdisplayfunc, "DSHKM" call _vehpicfunc, 200, 0], ["AGS", "AGS" call _vehdisplayfunc, "AGS" call _vehpicfunc, 400, 0], ["D30", "D30" call _vehdisplayfunc, "D30" call _vehpicfunc, 500, 0]]; buyarray = buyarray + [["UralReammo", [[], _eastarray, []], "buyammotruck.sqf"]]; I took this line out of the Garage Quote[/b] ]["Bus_city", "Bus_city" call _vehdisplayfunc, "Bus_city" call _vehpicfunc, 100, 5], The vehicals that should be taken out of the heavy and put in the garage would be the Hummers, UAZ's, and Land Rovers. I will also suggest making another building for the Officer to buy for Air. Somthing like a Light Aircraft Factory/Heavy Aircraft Factory. This way all non weaponed vehicals could be purchased at the Airport and weaponed vehicals at the new building. Note that aircraft with no weapons are much cheaper in comparison to those that do. The bus has no purpose unless you were to decide to add busses that roam around the island, like the older MFCTI's. One more thing. There is no place to buy laser detonaters and batteries for them. Hope this helps and we'll look forward to your next update! Share this post Link to post Share on other sites
mechastalin 0 Posted January 15, 2008 Busses come in handy when you get you and some buddies with all the AI you can get and sneak them around to the enemy base and unload 40 guys Share this post Link to post Share on other sites
Blazen 0 Posted January 15, 2008 Ya but this would only work if busses roamed and you were lucky enough to get one. If eveyone could just buy a bus it would stick out like a sore thumb. Well it sticks out like that anyway but I can see what your saying. Share this post Link to post Share on other sites
Doolittle 0 Posted January 17, 2008 Okay, the bus is out. Stuff moved to garage from tank factory. Also made it so that when AI team owns more towns they use better equipment (like planes). Making each city worth a certain amount of money so some cities are worth more than others. Ammo drop, laser designator, locked cars... total redo of pricing and time stuff takes to build. Not ready to release but soon next ver out. Put your requests in quick! Doolittle Share this post Link to post Share on other sites
Rommel 2 Posted January 17, 2008 Some sort of Superweapon. Share this post Link to post Share on other sites
-OF-katzenscheisse 0 Posted January 17, 2008 i would like to see all ai of the own side on map, not only the ai of the own squad. now i can't see spawned ai of the own side nor the ai of the other squads of my side on map. it would be helpfull if the ai of the own squad would be marked on map with numbers. i have seen this in rts4. Share this post Link to post Share on other sites
russin 0 Posted January 17, 2008 did another test run at the start of game all it is a driving race for the towns there needs to be some resistance for taking the towns.... everybody can build not a fan of that at all i guess i like MFCTI far too much Share this post Link to post Share on other sites
-OF-katzenscheisse 0 Posted January 17, 2008 @russin: in newest version only officer can build and resistance is in towns. Share this post Link to post Share on other sites
gassybutt 0 Posted January 17, 2008 DL, your version of CTI is fun and refreshing. I like the 'cohesiveness' of units how they stick together in little groups while attacking an objective. Whether it's infantry supporting a tank or other vehicles, it's cool. I think the AI on foot should have some type of transport for the longer distances, something like in mfcti where AI would hop a ride in an apc and disembark just outside a city. Share this post Link to post Share on other sites
Blazen 0 Posted January 17, 2008 Can't wait to test the new version! This CTI is really coming together. Any luck with the transfer money and buy vehical scripts in the new version? Share this post Link to post Share on other sites
Blazen 0 Posted January 18, 2008 I found some more last minute problems tonight. 1. Â When a squad leader leaves the game his AI stay, but don't do anything (hasn't been tested with dedicated server) 2. Â AI that spawn to protect towns often leave allowing players to just simply drive through and take flags. I would suggest leaving the roaming AI that spawn when a town is taken and adding AI that sticks around the town Area to protect the flag. 3. Â There are no G36 mags for the independent team in the ammo crate. Share this post Link to post Share on other sites
Doolittle 0 Posted January 18, 2008 I was thinking this would be the flag reward.. $275 for owning Dolores, $200 Bonanza, etc. Thoughts? Share this post Link to post Share on other sites
The Susser 0 Posted January 18, 2008 Sweet Doolittle. CTI should appeal to coop players and C&H players alike Share this post Link to post Share on other sites
law-giver 190 Posted January 18, 2008 Hi Dooie Just thought i'd give your mission a go as i haven't played it since your earlier builds and i must admit it's quite enjoyable. I was wondering if you could add the place and build option for placing buildings as in crCTI. So you know exactly where you plonk your buildings. Also will the ai be able to build bases in the near future as i like many others like to play offline. I don't play online much these days as i did with flashpoint due to kiddies and people getting their asses kicked then accusing you of cheating and then getting kicked. Still leaves a bad taste in my mouth. Maybe implement some sort of base template for ai officer to prevent them stacking buildings on top of one another as i remember that issue in your flashpoint version which was also cool. Those were the days........ahhh! I remember pestering you on your vehicle.sqs script, bless you LOL! Anyway as usual keep up the good work mate. Quick update, as i'm playing as well as popping on here, i don't know if this has been mentioned or is normal but when buying vehicles with crew an empty vehicle appears as well. And is there any way to buy them independently and not attached to yourself or does this happen automatically? Guess i need to play it longer! Share this post Link to post Share on other sites
Blazen 0 Posted January 18, 2008 I think I know what happened because this happened to me as well the first time I tried to buy vehicals. If you click manned and then click ok you get one manned and one unmanned. If you click ok you just get one unmanned, or if you click manned and then cancle you get just one manned. Kind of confusing perhaps the name of the buttons should be a more clear. Like a manned vehical, and unmanned vehical buttons. As far as the pricing of towns. I'm thinking this would be good if the commander could set team percentages for the money pool and if players occupying the particular town earned more than those who did not. If everyone were to get 200 per town every 30sec. teams of planes would be up and flying in under 30mins. Say you have two teams of 10 that take 5 towns each within the first 15mins of game play. If each town is worth 200 and each individual person on both teams would then generate 1000 every 30sec., 2000 every minute, or 10,000 every five minutes for a grand total of 100,000 every five minutes as a team total. Thats alot of excess dough for players that may take a team of tanks on a ten minute trip. I would say that 200 would be a good price for a large town without a money pool controled by the commander but honestly only testing it first with multiple players could tell. Share this post Link to post Share on other sites
Doolittle 0 Posted January 21, 2008 Next ver is up. I was unable to get lock vehicles this time around. Maybe next ver. Share this post Link to post Share on other sites
Blazen 0 Posted January 21, 2008 Let the testings begin !! Share this post Link to post Share on other sites
Blazen 0 Posted January 21, 2008 Tested playing OPFOR and Independent only modes. The first game was with 3 people the second with 5. First game we turned off all AI except players. The ressistance still leaves the town after taking it allowing players to simply drive through and take the town. There needs to be ALOT more ressistance. I like the fact that ressistance leaves the town to go and seek out the enemy. However, in the single team modes, there needs to be a trigger so that when players enter the town AI spawn to protect the flag. Or perhaps towns that are controlled by AI forces that do not consist of a player commander. The second game I commanded and within 10mins of game play we controlled half the map and had a base built complete with Airport and two repair and ammo depots. within 15mins I had a Cobra in the air as the commander even after building base. Within 30mins we won every town. It was WAY too easy. Money should be somthing the players have to work to earn, not handed out with ease. Bugs we found while playing were: 1. Couldn't figure out how to transfer funds. 2. There are no G36mags in the Independent ammo crates 3. Still did not see any enemy air vehicals at all. 4. Don't quote me on this but I do believe there is an Independent M1A1. The current M1 in the Independent Tank factory is BLUFOR. 5. Ammo depot doesn't place in front of the commander. It places offset to the left. Suggestions players had during game were: 1. Bring back the mobile HQ and get rid of the Ural and Helipad to build things with. Players should start with a couple trucks and an MHQ only. 2. Ability to build walls 3. Ressistance needs to spawn when you enter, or engage the towns. Say, 35 soldiers in 7 different squads with a couple pieces of Armour to support the squads in large towns. 4. Either make things more expensive or make towns ALOT less money. Perhaps players could get money for the kills they recieve? 5. Much more and more difficult ressistance 6. When building base the abillity to choose where you would like to place a building before actually building it. 7. A defend the base option so the AI that leave the towns taken to support them actually seek out the Enemy HQ's instead and towns controlled by players. Share this post Link to post Share on other sites
Doolittle 0 Posted January 21, 2008 Hey Blazen. The AI will spawn in planes only if they are on a non-playable team. In other words, you have to leave some AI playing in the player slots and then turn off that team. Too bad to hear AI are leaving the towns. I thought I had fixed that. I will try to put in walls, vehicle lock, transfer money, more AI town defense in next release. May I ask how the weather was? Change too much? Change too slow? Time of day too fast? It's hard for me to get a sense of it. Thanks! Doolittle Share this post Link to post Share on other sites
Blazen 0 Posted January 21, 2008 Well we tried both ways, AI on and AI off and still didn't see any air vehicals. Might have been because we were able to take the towns so quickly. Everyone likes the way the AI leave the towns. I wouldn't change that at all. I would add a trigger so that when players enter a town more AI from that side spawn to protect the flagg, but only if it is a side thats not being controlled by players. One member came up with the idea of 35 troops, consisting of 5 squads of 7 with a couple armour units for protection. Weather and time of day worked great. There was no complaints there. Just need ALOT more ressistance and the money is way to easy to obtain at the moment. Share this post Link to post Share on other sites
-OF-katzenscheisse 0 Posted January 21, 2008 i like the ai leaving the towns and seeking for enemy. maybe it would be good, if some of the ai would stay in town. i wouldn't like it, if the ai just spawn when i enter the town. then i would have no chance to near and enter the town carefully and look for hidden ai. this would be cheating ai. i agree money is given too fast. i know that the commander can only build is the classic design of cti. but i liked the ability of every simple player to build. Share this post Link to post Share on other sites