SnR 1 Posted January 30, 2009 Dont stop there add in ACE Vehicles and other Islands Share this post Link to post Share on other sites
-)rStrangelove 0 Posted February 1, 2009 Still enjoying Evo almost every day since 1st version came out. What puts me off a bit is how many servers run the 'n00b' versions. Imo scripts like MHQ and flag teleport destroy the original coop atmosphere of the mission. Ppl don't care about stranded vehicles or about helping other ppl out, they only rush back to the frontline to get high scores. Now i'm not the guy to tell these ppl how to play Evo, but let me tell you you're missing something i call 'coop consience' - the moment where all players are in deep trouble around a town and then suddenly start working together organizing repair convoys and coordinating artillery strikes with bomb runners. I remember we had a huge repair convoy (2 trucks, 2 Vulcans) driving up high into the mountains because the BH FFAR was lost. Sheer fun. That said, i hope we see more Evolution versions for ARMED ASSAULT 2 Share this post Link to post Share on other sites
wld427 1705 Posted February 2, 2009 )rStrangelove @ Feb. 02 2009,12:41)]Still enjoying Evo almost every day since 1st version came out.What puts me off a bit is how many servers run the 'n00b' versions. Imo scripts like MHQ and flag teleport destroy the original coop atmosphere of the mission. Ppl don't care about stranded vehicles or about helping other ppl out, they only rush back to the frontline to get high scores. Now i'm not the guy to tell these ppl how to play Evo, but let me tell you you're missing something i call 'coop consience' - the moment where all players are in deep trouble around a town and then suddenly start working together organizing repair convoys and coordinating artillery strikes with bomb runners. I remember we had a huge repair convoy (2 trucks, 2 Vulcans) driving up high into the mountains because the BH FFAR was lost. Sheer fun. That said, i hope we see more Evolution versions for ARMED ASSAULT 2 Â I totally agree. I have been working on a Evo version to implimat all of our Project RACS equipment. Truly the only mdifications i have added are the ability to sling load trucks and light vehicles. Like you are saying you have a stranded group of other players with dammaged equipment in a town sling in the necessary repair vehicles to help each other out. COOP..... is precisely that. Share this post Link to post Share on other sites
Sneaker-78- 0 Posted February 2, 2009 there is an A.C.E evolution 4.2 i have 2 questions, 1.How can i change the weapons crate in the hanger ? 2. wich file must i have to change the units to recruit? Share this post Link to post Share on other sites
SnR 1 Posted February 3, 2009 there is an A.C.E evolution 4.2 Link Please  Share this post Link to post Share on other sites
Steelhawk 10 Posted February 3, 2009 Hey. I have edited the Evolution Version 3.0 with many many new Vehicles, cargo lifting system and flares for planes. ( More than 20 Vehicles) All with respawn and also the enemy got new. (I used the 3.0 Version because i often play with my friends and in that Version there are less anti air units and in general the enemy is not so hard but it is no problem to edit the new Version) SOme Units can be used from the beginning altough i edited the point limit for them. (for examble the Bw Mod) Dont know how to fix it. I also dont know if i can make this map available for download. Here are some of the units i implemented in my current version BW MOd, T90, M60, Villas Units, F35, F15, F117, Osprey, Chinook, KA52, Aluette III, Apache, Hind, Â and so on.... Share this post Link to post Share on other sites
Sneaker-78- 0 Posted February 3, 2009 there is an A.C.E evolution 4.2 Link Please  here is the link , i found it on google http://hx3.de/mp-missions-151/co-18-ace-evolution-v4-15618/ so someone knows how to edit the crates and the recruiting soldiers ? Share this post Link to post Share on other sites
11aTony 0 Posted February 3, 2009 there is an A.C.E evolution 4.2 Link Please  here is the link , i found it on google  http://hx3.de/mp-missions-151/co-18-ace-evolution-v4-15618/ so someone knows how to edit the crates and the recruiting soldiers ? Hi there, I think you can edit crates in "EventsC" and recruting in "recruit". This was the case in normal evo. Good luck. Share this post Link to post Share on other sites
Sneaker-78- 0 Posted February 3, 2009 the only thing i see is "EVO_AmmoBox =" Quote[/b] ]EVO_ResetClick = { onMapSingleClick " if (_alt and debug) then {vehicle player setpos _pos;{vehicle _x setpos _pos} forEach _units}; if ((local player) and player == leader player and _shift and onmission) then {hint localize ""EVO_004""}; if ((local player) and player == leader player and _shift and not onmission) then { deleteWaypoint [group player, 1]; deleteVehicle wbase; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint ""NEVER""; [group player, 1] setWaypointStatements [""never"",""never""]; [group player, 1] setWaypointDescription ""MOVE""; wbase = ""HeliHEmpty"" createVehicleLocal _pos; [group player, 1] setWaypointPosition [position wbase, 0]; group player setCurrentWaypoint [group player, 1]; hint localize ""EVO_005""; }; if ((local player) and player == leader player and _alt and not onmission) then { deleteWaypoint [group player, 1]; hint ""Squad waypoint cleared""; } "; }; EVO_AmmoBox = { }; EVO_DropBox = { }; EVO_Boarding = { _unit = _this select 0; _position = _this select 1; if((_unit in list AirportIn) and _position == "cargo") then { _getout = _unit addEventHandler ["GetOut", { if((_this select 1) != "Driver") then { if ((_this select 0) distance mresc > 500) then { driver (_this select 0) addscore 1; }; if ((_this select 0) distance mresc > 5000) then { driver (_this select 0) addscore 1; }; } }]; if(_getout > 0) then { _unit removeEventHandler ["GetOut", _getout]; }; }; if(_unit distance mresc > 500 and _position == "Cargo") then { _unit removeEventHandler ["GetOut", 0]; }; }; EVO_Cscore = { _temp = compile scores_packed; _scores = call _temp; //_scores = ["KilJoy",400]; _max = count _scores; _i = 0; //titleText [format ["debug: scores = %1",_scores],"plain down"]; while {_i < _max} do { _unit = _scores select _i; if (_unit == name player) then { //titleText [format ["match: %1 %2",_unit,name player],"plain down"]; player addScore (_scores select (_i+1)); }; _i = _i + 2; }; }; EVO_Mrew = { _unit = player; if (player isKindOf "ACE_USMCHM1") then //only leader medics { if (score _unit < rank1) exitWith { player addscore 8; titleText ["8 medic points awarded", "PLAIN DOWN"]; }; if (score _unit < rank2) exitWith { player addscore 10; titleText ["10 medic points awarded", "PLAIN DOWN"]; }; if (score _unit < rank3) exitWith { player addscore 12; titleText ["12 medic points awarded", "PLAIN DOWN"]; }; if (score _unit < rank4) exitWith { player addscore 14; titleText ["14 medic points awarded", "PLAIN DOWN"]; }; if (score _unit < rank5) exitWith { player addscore 16; titleText ["16 medic points awarded", "PLAIN DOWN"]; }; if (score _unit < rank6) exitWith { player addscore 18; titleText ["18 medic points awarded", "PLAIN DOWN"]; }; if (score _unit >= rank6) exitWith { player addscore 20; titleText ["20 medic points awarded", "PLAIN DOWN"]; }; }; }; EVO_Erew = { _unit = player; //hint "running erew"; if (player isKindOf "ACE_USMCFR0321H") then //only leader eng { if (score _unit < rank1) exitWith { player addscore 2; titleText ["2 repair points awarded", "PLAIN DOWN"]; }; if (score _unit < rank2) exitWith { player addscore 4; titleText ["4 repair points awarded", "PLAIN DOWN"]; }; if (score _unit < rank3) exitWith { player addscore 6; titleText ["6 repair points awarded", "PLAIN DOWN"]; }; if (score _unit < rank4) exitWith { player addscore 8; titleText ["8 repair points awarded", "PLAIN DOWN"]; }; if (score _unit < rank5) exitWith { player addscore 10; titleText ["10 repair points awarded", "PLAIN DOWN"]; }; if (score _unit < rank6) exitWith { player addscore 12; titleText ["12 repair points awarded", "PLAIN DOWN"]; }; if (score _unit >= rank6) exitWith { player addscore 14; titleText ["14 repair points awarded", "PLAIN DOWN"]; }; }; }; Share this post Link to post Share on other sites
-Total- 0 Posted February 5, 2009 From EventsC.sqf (from the file you linked) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">EVO_AmmoBox = { _vec = _this select 0; //_rank = _this select 1; _rank = 6; clearWeaponCargo _vec; clearMagazineCargo _vec; switch (_rank) do //heavy wep { case 0: { _vec addWeaponCargo ["M136",10]; }; case 1: { _vec addWeaponCargo ["M136",10]; _vec addMagazineCargo ["pipebomb",10]; _vec addMagazineCargo ["mine",10]; }; case 2: { _vec addWeaponCargo ["M136",10]; _vec addMagazineCargo ["pipebomb",10]; _vec addMagazineCargo ["mine",10]; }; case 3: { _vec addWeaponCargo ["M136",10]; _vec addWeaponCargo ["Stinger",10]; _vec addMagazineCargo ["pipebomb",10]; _vec addMagazineCargo ["mine",10]; }; case 4: { _vec addWeaponCargo ["M136",10]; _vec addWeaponCargo ["Stinger",10]; _vec addMagazineCargo ["pipebomb",10]; _vec addMagazineCargo ["mine",10]; }; case 5: { _vec addWeaponCargo ["M136",10]; _vec addWeaponCargo ["Stinger",10]; _vec addMagazineCargo ["pipebomb",10]; _vec addMagazineCargo ["mine",10]; }; case 6: { _vec addWeaponCargo ["M136",1]; _vec addWeaponCargo ["Stinger",1]; _vec addWeaponCargo ["JAVELIN",1]; _vec addMagazineCargo ["pipebomb",1]; _vec addMagazineCargo ["mine",1]; }; }; switch (_rank) do //rifles { case 0: { _vec AddWeaponCargo ["MP5A5", 10]; _vec AddWeaponCargo ["M16A2", 10]; _vec AddWeaponCargo ["M16A4", 10]; _vec AddWeaponCargo ["M9", 10]; }; case 1: { _vec AddWeaponCargo ["MP5A5", 10]; _vec AddWeaponCargo ["M16A2", 10]; _vec AddWeaponCargo ["M16A2GL", 10]; _vec AddWeaponCargo ["M16A4", 10]; _vec AddWeaponCargo ["M16A4_ACG", 10]; _vec AddWeaponCargo ["M4", 10]; _vec AddWeaponCargo ["M240", 10]; _vec AddWeaponCargo ["M9", 10]; }; case 2: { _vec AddWeaponCargo ["MP5A5", 10]; _vec AddWeaponCargo ["M16A2", 10]; _vec AddWeaponCargo ["M16A2GL", 10]; _vec AddWeaponCargo ["M16A4", 10]; _vec AddWeaponCargo ["M16A4_ACG", 10]; _vec AddWeaponCargo ["M16A4_ACG_GL", 10]; _vec AddWeaponCargo ["M4", 10]; _vec AddWeaponCargo ["M4AIM", 10]; _vec AddWeaponCargo ["M4A1", 10]; _vec AddWeaponCargo ["M240", 10]; _vec AddWeaponCargo ["M24", 10]; _vec AddWeaponCargo ["M9", 10]; }; case 3: { _vec AddWeaponCargo ["MP5A5", 10]; _vec AddWeaponCargo ["MP5SD", 10]; _vec AddWeaponCargo ["M16A2", 10]; _vec AddWeaponCargo ["M16A2GL", 10]; _vec AddWeaponCargo ["M16A4", 10]; _vec AddWeaponCargo ["M16A4_ACG", 10]; _vec AddWeaponCargo ["M16A4_ACG_GL", 10]; _vec AddWeaponCargo ["M4", 10]; _vec AddWeaponCargo ["M4GL", 10]; _vec AddWeaponCargo ["M4AIM", 10]; _vec AddWeaponCargo ["M4A1", 10]; _vec AddWeaponCargo ["M4A1GL", 10]; _vec AddWeaponCargo ["M240", 10]; _vec AddWeaponCargo ["M249", 10]; _vec AddWeaponCargo ["M24", 10]; _vec AddWeaponCargo ["M9", 10]; _vec AddWeaponCargo ["M9SD", 10]; }; case 4: { _vec AddWeaponCargo ["MP5A5", 10]; _vec AddWeaponCargo ["MP5SD", 10]; _vec AddWeaponCargo ["M16A2", 10]; _vec AddWeaponCargo ["M16A2GL", 10]; _vec AddWeaponCargo ["M16A4", 10]; _vec AddWeaponCargo ["M16A4_ACG", 10]; _vec AddWeaponCargo ["M16A4_ACG_GL", 10]; _vec AddWeaponCargo ["M4", 10]; _vec AddWeaponCargo ["M4GL", 10]; _vec AddWeaponCargo ["M4AIM", 10]; _vec AddWeaponCargo ["M4A1", 10]; _vec AddWeaponCargo ["M4A1GL", 10]; _vec AddWeaponCargo ["M4A1SD", 10]; _vec AddWeaponCargo ["M240", 10]; _vec AddWeaponCargo ["M249", 10]; _vec AddWeaponCargo ["M24", 10]; _vec AddWeaponCargo ["M4SPR", 10]; _vec AddWeaponCargo ["M9", 10]; _vec AddWeaponCargo ["M9SD", 10]; }; case 5: { _vec AddWeaponCargo ["MP5A5", 10]; _vec AddWeaponCargo ["MP5SD", 10]; _vec AddWeaponCargo ["M16A2", 10]; _vec AddWeaponCargo ["M16A2GL", 10]; _vec AddWeaponCargo ["M16A4", 10]; _vec AddWeaponCargo ["M16A4_ACG", 10]; _vec AddWeaponCargo ["M16A4_ACG_GL", 10]; _vec AddWeaponCargo ["M4", 10]; _vec AddWeaponCargo ["M4GL", 10]; _vec AddWeaponCargo ["M4AIM", 10]; _vec AddWeaponCargo ["M4A1", 10]; _vec AddWeaponCargo ["M4A1GL", 10]; _vec AddWeaponCargo ["M4A1SD", 10]; _vec AddWeaponCargo ["G36K", 10]; _vec AddWeaponCargo ["G36C", 10]; _vec AddWeaponCargo ["G36A", 10]; _vec AddWeaponCargo ["M240", 10]; _vec AddWeaponCargo ["M249", 10]; _vec AddWeaponCargo ["M24", 10]; _vec AddWeaponCargo ["M4SPR", 10]; _vec AddWeaponCargo ["M9", 10]; _vec AddWeaponCargo ["M9SD", 10]; }; case 6: { _vec addweaponcargo ["M136",9]; _vec addweaponcargo ["RPG7V",10]; _vec addweaponcargo ["Stinger",9]; _vec addweaponcargo ["JAVELIN",9]; _vec AddWeaponCargo ["MP5SD", 10]; _vec AddWeaponCargo ["M16A4_ACG_GL", 10]; _vec addweaponcargo ["AKs74PSO",10]; _vec addweaponcargo ["AK74GL",10]; _vec addweaponcargo ["AKS74U",10]; _vec AddWeaponCargo ["M4A1GL", 10]; _vec AddWeaponCargo ["M4A1SD", 10]; _vec AddWeaponCargo ["G36C", 10]; _vec AddWeaponCargo ["G36A", 10]; _vec AddWeaponCargo ["M240", 10]; _vec AddWeaponCargo ["M249", 10]; _vec addweaponcargo ["PK",10]; _vec AddWeaponCargo ["M24", 10]; _vec addweaponcargo ["SVD",10]; _vec AddWeaponCargo ["M4SPR", 10]; _vec AddWeaponCargo ["M107", 10]; _vec AddWeaponCargo ["M9", 10]; _vec AddWeaponCargo ["M9SD", 10]; _vec addweaponcargo ["Makarov",10]; _vec addweaponcargo ["MakarovSD",10]; _vec addweaponcargo ["Laserdesignator",10]; _vec addweaponcargo ["Binocular",10]; _vec addweaponcargo ["NVGoggles",10]; }; }; //ammo }; Add in the weapons for each rank. To "unrank" the wweapons, put everything into case 0 (for both heavy weapons and rifles). Share this post Link to post Share on other sites
Sneaker-78- 0 Posted February 7, 2009 NVM all , i got it worked it out Share this post Link to post Share on other sites
Sneaker-78- 0 Posted February 9, 2009 Has onybody Evolution 4.2 and problems with recruiting ? When i have the option to recruit 2 soldiers and i choose 2 nothing happens , i tried in the base and outside. Share this post Link to post Share on other sites
blueskunk 0 Posted February 16, 2009 is there a list of the available evo types and download links? i'm looking for a veteran mode, no mhq/teleporting evo ace, basically, but don't have neither time nor skill to start editing files. thanks Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted December 15, 2009 very sorry for digging up an old topic here, but I have my own Arma server, and have been playing evolution with a buddy, got our ranks pretty high nd like to keep them, i did a search and happen to find this thread im posting too and seen this post: Originally Posted by (Nev1571 @ April 08 2008,18:15) I'm sorry if this is a stupid question, I tried searching for an answer but I couldn't find one... How do you 'save' player ranks? I'm playing the map with three friends and we are not using a dedicated server, just an ordinary created one, and every time we restart the server, all the ranks are gone. I believe you can fudge it by altering the scores=[]; line in init.sqf to scores=["Name1",200,"Name2",300,"Name3",400]; This would give a player with name Name1 200 points, Name2 300 points and Name3 400 points. This means that you need to note the scores before leaving the previous session and edit the file before starting the new session. This only restores the scores, not the current state of the mission, so you will start back at the first town again. I have only tried this with one player, but can't see why it wouldn't work with more. ======================================================== my question is where do i find this Sqf that this guy speaks of? Share this post Link to post Share on other sites
-)rStrangelove 0 Posted December 15, 2009 DePBO the mission, the init.sqf is in the top folder i guess. :) Hey Günter if you need another player for your private session next time send me a PM. Hopefully i'll see it intime. Evo is great fun if you're playing with the right ppl. Btw: do you use Warmod on your server? Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted December 15, 2009 that was quick reply, lol DePBO the mission, the init.sqf is in the top folder i guess so basicaly extract the mission then change the values then repack it and reinstall it to the server? idk, maybe its best to just forget the idea, a pain just for score. Btw: do you use Warmod on your server? we dont use warmod on our server, as we can get on the server with warmod and play it that way, so basically you just get on the server useing your warmod shortcut or however you start warmod and just hop on the server,and like any server you'll recieve the map and play, and then you will be able to play evolution with warmod, and it works 100%. thats the thing about the mod its not like other mods where if a mission is made using a mod for example Acemod if you build a mission for MP then in order to play that mission which is on the server, then the server needs ace, as well as you. Warmod dont work like that, warmod works on whatever mission or mod you are playing, u can even go on ace server and have warmod in your target line and you can still play an enhanced version of ace. Warmod adapts itself to your game ;) little off topic sorry. But evolution is a blast! Share this post Link to post Share on other sites
-)rStrangelove 0 Posted December 15, 2009 ... but you'll see the new AI behaviour (searching buildings, alertness etc...) only if the server runs Warmod. Which makes Warmod what it is in my opinion. ;) About the mission: it's not that hard, just rePBO it afterwards and put it back into your MPMISSIONS folder. Only downside is that players connecting have to DL the new mission as you've changed it. ... or just DL an unlocked Evo version somewhere. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted December 15, 2009 so once pboed, and back on the server, the number i left off with will still give me the unlocked weapons and vehicles and stuff? cuz i dont care so much about the score as i do the stuff you can access from the score. I already see the effects of warmod on teh server, i dont see the ai searchign buildings though, or garrisoning them, that i know of. is there a start up command for the server? Suppose we could try to have warmod on there. I'll look into it with my buddy. Share this post Link to post Share on other sites
karhu 1 Posted December 15, 2009 How can I edit the evolution mission so that the ai stays in the city when I go outside the city borders? Also Is there already a version with non respawning enemies in the cities? Share this post Link to post Share on other sites
-)rStrangelove 0 Posted December 17, 2009 so once pboed, and back on the server, the number i left off with will still give me the unlocked weapons and vehicles and stuff?cuz i dont care so much about the score as i do the stuff you can access from the score. From what i understand the unlocked versions have edited ranks so that you only need 1 point for going up 1 rank at a time. With a few kills (or some repaired vehicles / healed soldiers) you can use any vehicle. I already see the effects of warmod on teh server, i dont see the ai searchign buildings though, or garrisoning them, that i know of. Yup. You see the clientside effects. AI behaviour is serverside, if you want this your servers needs Warmod in the mod-parameters. You have several mods in your mod-parameters, works exactly like the link you have to start your SP game with mods. is there a start up command for the server? Suppose we could try to have warmod on there. I'll look into it with my buddy. It's easy. I have a dedicated test server on my laptop at home, had it setup within 30minutes. I could test Warmod on it this WE, then report back. :) Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted December 17, 2009 ya would you i would appreciate it, were rather new to configuring the arma server but we got it going so im sure to get warmod running it wouldn't take much. Appreciate your help Share this post Link to post Share on other sites
fish44 0 Posted December 31, 2009 Sorry if this has been discussed before. We play a 'very' small group, couple of hour some days. Wondering if there's a way to have the mission run for say 7 days rather than 1. This would allow us to go back in and make real progress, rather than starting all over again like groundhog day. I looked into the scripts but cant find where the mission end timer is coded. Any help welcome Maybe there are technical limitations and thats why its 24hours ? Cheers Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted December 31, 2009 (edited) hey Fish44, My buddy and I have a Arma server for our Unit, and we figured this out, its not in the mission its in your server's config or cfg, as we have the server setup so that it plays the mission consistantly, even when no one is on, we had our mission going for about 2 weeks now, you will be able to keep all your scores, and progress ;) go into the cfg, open with notepad and add the line: persistant=1 here is our cfg for example the code you need to add is 2nd from the bottem // comments are written with "//" in front of them. // server.cfg maxPlayers = "6" passwordAdmin = ""; // password to protect admin access password = ""; // password required to connect to server hostname=""; motd[]= {""}; // Welcome message, two lines "," means 'new line' motdInterval=1; // if motd has multiple lines, how fast to show these in succession (default is 5 seconds). voteThreshold=1.1; // when one third agrees, this is enough to confirm a vote voteMissionPlayers=1; //amount of players to vote mission after one ends used after map rotation. reportingIP="natneg3.master.gamespy.com"; // private server - no reporting ("armedass.master.gamespy.com" to report to the master server) kickduplicate=0; // do not allow duplicate id persistent=1; //keeps game server running after players leave 0=off 1=on BattlEye=0; //Turns the Anti cheat on or off. 0 is off and 1 is on persistent=1; //keeps game server running after players leave 0=off 1=on hope that helps Edited December 31, 2009 by Gnter Severloh Share this post Link to post Share on other sites
fish44 0 Posted December 31, 2009 Cheers dude. Just tried it, and was able to jump back in. Great. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted December 31, 2009 ya man, just dont change the mission, and Evolution will stay on as long as you want, so you can keep all your scores and not have to restart every time and keep all your destruction lol, and conquering progress of each city. Share this post Link to post Share on other sites