gL33k 0 Posted June 2, 2008 small mistake in cayo i presume. At 2 spot, there are 3 outpost , inside each other Share this post Link to post Share on other sites
The_Captain 0 Posted June 2, 2008 matt - No need to get the halo out of Domination. Domination uses "AA Halo" which should be in the addons board somewhere. Should be easy enough to install... Share this post Link to post Share on other sites
Blazen 0 Posted June 2, 2008 Quote[/b] ]I STRONGLY second that Hellfires/Vikhr's should be removed. Quit with the I'm sick of getting killed by helicopter BS and up the view distance already so we can kill them! Â You take away the helicopters VERY expensive advantage and you have nothing more than a moving target. However it's imposible for ground units to destroy helicopters and planes at the distances they are targeting ground units. Perahps an option for limited air at lower view distances and advanced air at higher ones? Any other thoughts on this? Share this post Link to post Share on other sites
Wanderfalke 0 Posted June 2, 2008 Beta-Version cti32_Warfare_Sara15e.Sara.pbo cti32_Warfare_SaraLite15e.Sara.pbo Quote[/b] ]- init.sqs deleted- init.sqf - Updated - scripts\StartingLocation.sqf - New Script Added. - scripts\Towns.sqf - New Script added now making towns is much easyer and assinging how large they are Saves having to go to each town induvidually. - mission.sqm - Object fix Cayo, all sqs Scripts in missions.sqm delete) http://www.germany-fun.de/Mapdownloads/cti32_Warfare.rar Share this post Link to post Share on other sites
mattxr 9 Posted June 2, 2008 Oki while im still experminting on trying to add new things here is some confirmed things which will be in the next version. Quote[/b] ]- Cayo Duplicate Bunkers Fixed - View Distance / Terrian Grid Changer Added. - Random Resistance Camps Around the Map (They will keep spawning units from the camp untill the camp is killed. There will be many camps all around the island but with a 20% they will be activated when map starts) - Suprise At Night Added - Map StartUp Image Edited - Grass Fixed Share this post Link to post Share on other sites
Thingamajig 0 Posted June 2, 2008 i just tried running this on my dedicated server... I noticed that the grass is missing...is this a bug?. if not why has it been removed?. it makes things more bland then what it already is. Share this post Link to post Share on other sites
l mandrake 9 Posted June 2, 2008 You take away the helicopters VERY expensive advantage and you have nothing more than a moving target. yeah I agree with this point, that's why I also requested some countermeasure flares so choppers can come in low for rocket/cannon attacks and have a chance of dodging SAMs - great fun The other option is to remove Stingers/Strelas too, so the ground units must rely on good old AAA to knock down choppers - maybe a new AAA emplacement could be added to the base/camp defenses? Share this post Link to post Share on other sites
mattxr 9 Posted June 2, 2008 i just tried running this on my dedicated server...I noticed that the grass is missing...is this a bug?. if not why has it been removed?. it makes things more bland then what it already is. well, i wont be removing the helis rockets or missles.. they were put onto the chopper for a reason :P... @ The Grass is fixed in the next version. As the player will be able to enable it or disable it at the MHQ along with the viewdistance. Share this post Link to post Share on other sites
the.d 0 Posted June 2, 2008 Truly amazing coop, mate! It's as brilliant as it is straight-forward! Great fun! Thanks for sharing this with us! Share this post Link to post Share on other sites
Sc@tterbrain 0 Posted June 3, 2008 - Random Resistance Camps Around the Map (They will keep spawning units from the camp untill the camp is killed. There will be many camps all around the island but with a 20% they will be activated when map starts) Love it! Just an idea to throw out there. Â More options in the set up screen. These are options that I remember from OFP CTI missions, and might solve some of the requests/suggestions people have made. Â Gives the option, without permanent game-play changes. 1.) No guided AT Missles - FFAR rockets only. 2.) Ground War -Transport aircraft only. 3.) Adjustable max AI allowed in each players squad. Set according to # of players like in RTS or as an option in start menue. Thanks again for the effort! Â Share this post Link to post Share on other sites
gL33k 0 Posted June 3, 2008 scatterbrain win . ground war, should rocks and max AI per group is really usefull on small server Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted June 3, 2008 Yooo Matt, have you considderd my idea about an integration with some of the EVO funtions?? Id also like to see some of Mandos Scripts in there... It would be nice to be able to launch countermissiles when attacked... Share this post Link to post Share on other sites
EPO_83 0 Posted June 3, 2008 anychance you could make a south sahrani version aswell, for faster games and less rescources used? going to try this now on our server. cheers Share this post Link to post Share on other sites
mattxr 9 Posted June 3, 2008 Yes im taking everyones ideas into account. I knw this version is stable as we have just played for like 4-5 hours on the new gol server without a single crash so its a start. New Verison Will be out soon too.. Â just taking a lil break as i need to catch up on r.life lol. Share this post Link to post Share on other sites
mandoble 1 Posted June 4, 2008 odd I was just going to ask if anybody had put mando missiles in, I tried but got rsc errors/ctd havnt had the time to figure it out yet. Just for curiosity I added a Mando Missile gamelogic to the mission and the following code to the init.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Sleep 1; _mcctypeaascript = "mando_missiles\mcc\mcc_types\mando_missilecontrolon_hawk.sqs"; [["HMMWV"], 8, 8, ["Air", "Vehicles"], "Hawk Console", _mcctypeaascript, [0,0,0,2], [0,1,0.25], 0, -1, 0, [], 3] execVM"mando_missiles\mcc\mando_mccallow_by_type.sqf"; I've got no errors and the "HMMWV" became a deadly SAM and anti-tank missile launcher. Dont know what you are trying to do colligpip, but this mission seems 100% compatible with Mando Missile. Share this post Link to post Share on other sites
colligpip 0 Posted June 4, 2008 oh good now I know you can get it to work I'll try again prob missed somthing stupid :-0 Thanks Share this post Link to post Share on other sites
mattxr 9 Posted June 4, 2008 Yeah ive added 3 flares/Chaffs to the aircraft. but is that enough... prob Share this post Link to post Share on other sites
mandoble 1 Posted June 4, 2008 Do you mean against mando missiles or against ArmA ones? I dont know if this mission is intended to use mando missiles or not, if yes you would need to balance accuracy, range, etc of the missiles to ensure a single player inside a sam launcher cannot kill all an every plane/chopper in the entire island. Share this post Link to post Share on other sites
mattxr 9 Posted June 5, 2008 Do you mean against mando missiles or against ArmA ones?I dont know if this mission is intended to use mando missiles or not, if yes you would need to balance accuracy, range, etc of the missiles to ensure a single player inside a sam launcher cannot kill all an every plane/chopper in the entire island. ive come upon a problem, well what it is that im trying to do is... Well for a start i went to OPEC and downloaded the files which just included the flares/chaff scripts.. so there isnt like a 1mb of scripts which i dont need becuase i just want the flares and chaff on the helis.. anyways its normaly activated like this Quote[/b] ][MH63, 400, 1, 2, true]execVM"mando_units\mando_missileecm.sqf" so im trying to get this to work when an aircraft is spawned from the factory. Its a lil harder than i expected. Share this post Link to post Share on other sites
mattxr 9 Posted June 5, 2008 Oki i present: Warfare 1.5f (MattR 34 North and South) Warfare 1-5f MRNSbeta - RAR - GOL Clan Quote[/b] ]1.5f Changes - Cayo Duplicate Bunkers Fixed - View Distance / Terrian Grid Changer Added. (Need to Click Close Then Open Again to get full options) - Random Resistance Camps Around the Map (20% Chance they will be activated when map starts) - Suprise At Night Added (Only When Fast Time Enabled.) - Map StartUp Image Edited - Grass Fixed - 64 Player Version Added - Mando Missles Chaff and Flares Added. (Untested) 1.5e Changes - mission.sqm - Object fix Cayo - Large Wall Added to Defences (Replaces Meduim Wall) - East Air/Tank Factorys Now Same Price as West (Forgot to change them first time) - Cant build MHQ Within 200m of a Depot. - Team starting positions increased from 2000 to 6000 so both teams are an island apart. - Added SU34b to Airports for East - Added Some Classes Like Medic To the Player Slots.. - Tweaked Town Difficultys - Two More Towns Added Into North and South - One or two more i cant remember. - HALO Jumps Added to both Airports ( Cost 500 ) Removed Due to Parachute Bug Atm - Planning to Add Viewdistance Diologue (Thanks to Revellion) 1.5c Changes - JIP Players now recive proper funds and can see towns which have been captured - Some Towns Have Higher/Slower Income. - More Enemy Resistance in bigger towns - Fast Travel Speed Lowered Some more. (Should add Indiana Jones music and a plane marker haha) - Probaby More Changed and edited but i cant remember i had so much going through my mind fixing JIP 1.5c Chances which failed to happen due to not knowing what i was doing x Buying units for AI players x 1000 Funds for a fire mission (Will be added later version) x Adding New Buildings/Defences to buy (Can add units but not buidlings and defences maybe untill the warfare guide.) 1.5 Changes - Full North and South Sahrani - Max Units Players Can have in his group now 24 - Scroll Construction Distance From Comm Changed from 75 to 55 - Fast Travel Distance Increased. - Fast Travel Speed Decreased - Added 2 AI salvangers at start instead of 1 - Max amount a location can increase in value from supply trucks was 10 now 5 - Airfactory Price Increased - Air Units Prices Increased (So its not a rush to who can get Air First (MFCTI Style OFP) - Tank Prices Increased - Able to buy Bikes from the Depots (Big Bunkers in Town) - Enabled to buy Large Walls (Unsure if it works) - Increased the Cost of Arty Cannons - Added Static M2 Stationary Defence (Unsure if it works) - Added Static DKSM Stationary Defence (Unsure if it works) - Added Searchlight to Defence Menu (unsure if it works) - Few Minor Tweaks - Vote Time Changed to 30 Seconds Please post any bugs and feedback. and keep requesting features.. you might want to see. Yesterday i prob could of got more added in but ive been very ill and yesterday got so bad i had to call an ambulance to my house. So work has been going slow over the past few days  Share this post Link to post Share on other sites
mattxr 9 Posted June 5, 2008 16:20 - Updated Rar File - Fixed Addons Dependancy. (No addons required.) Share this post Link to post Share on other sites
R0adki11 3949 Posted June 5, 2008 hope your health gets better Share this post Link to post Share on other sites
mandoble 1 Posted June 5, 2008 You need more than just the flare script to make it work. You have two options: - Use the script suite removing everything that you dont need (I can help you with this). - Just add a MMA 2.3 gamelogic to your mission, in this case the mission will be dependant on the MMA 2.3 addon. Share this post Link to post Share on other sites
EPO_83 0 Posted June 5, 2008 keep up the good work. something i think would be usefull would be to have an option on the assignment screen to select if you want a realitively fast game or a slow game. At the moment the way you have tweaked the costs of things it takes a little while longer to get the base built - if you are low on human players. i think for the faster game mode you could have the cost of things a little lower and/or faster/more income from towns. i dont know if it possible to do this by having a different option on the bottom of the assignment screen or not. Share this post Link to post Share on other sites