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mattxr

Warfare Updated! v1.5

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small mistake in cayo i presume. smile_o.gif

At 2 spot, there are 3 outpost , inside each other

arma2008060206353785ly3.jpg

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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...

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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!  whistle.gif

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?

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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

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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

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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.

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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 smile_o.gif

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?

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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.

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Truly amazing coop, mate! It's as brilliant as it is straight-forward! Great fun! Thanks for sharing this with us!

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- 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.  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.  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!   wink_o.gif

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scatterbrain win .

ground war, should rocks wink_o.gif and max AI per group is really usefull on small server wink_o.gif

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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...

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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

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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..  yay.gif just taking a lil break as i need to catch up on r.life lol.

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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.

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oh good now I know you can get it to work I'll try again prob missed somthing stupid :-0

Thanks

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Yeah ive added 3 flares/Chaffs to the aircraft. but is that enough... prob biggrin_o.gif

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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.

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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.

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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  sad_o.gif

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16:20 - Updated Rar File - Fixed Addons Dependancy. (No addons required.)

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hope your health gets better smile_o.gif

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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.

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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.

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