BLSmith2112 0 Posted July 4, 2008 NEW! Warfare Revision 2.1 Available w/Addon pack 2! - Recommend you overwrite or remove my Warfare 1.1 pack. - Mission is still classified as BETA as their are some problems. - Mission now hosted by KaRRiLLioN's server. Quicklinks: Changelist How to Install Requires fast/stable servers and decent PCs. Vehicles (2.1) - 50% of the vehicles. Scroll down to see the other 50%. Be32K for West & Both Su34's not pictured. ========================================= ========================================= Download the newest version (2.1) Addon Pack 2.1 (502mb) Mission Download 2.1 Link: Individual Addon Links Link: How to install the addons. Version 2.1 change-log links. Quote[/b] ]-Victor Warfare 2.1 Change Log-Victor Warfare 2.1 Change Log Mirror 1 ========================================= Questions/Comments/Suggestions/Problems? My contact info: ----Email: BLSmith2112@gmail.com ----Teamspeak: ts25.gameservers.com:8772 (no password, KaRRiLLioN's Bootcamp TS) ---The forum works too, but if you want quick responses (try above) East Weapons (2.1) ========================================= ========================================= Home Server (Hosting this mission, 2.1 only) ----Server Name: KaRRiLLioN's Bootcamp USA ----IP: 209.193.133.66 ----Server Type: Dedicated ----Connection: 12 mbps ----Dedicated System: HP DL360G5 Dual-Core Xeon @ 3Gz, 2GB RAM. ----Battleeye: Yes. ----Signatures: Not for this mission at least. ----Mission distribution to other servers are welcome! ========================================= Vehicles (2.1) West Weapons (2.1) -Not pictured: SU34/SU34B (woops!.) ! -Higher-Res East Weapons -Higher-Res West Weapons -Higher-Res Vehicles 1 of 2 -Higher-Res Vehicles 2 of 2 What is this? This is a 100% addon conversion of the popular Warfare mission/gamemode. It adds many new units including F22s, Mi24's, Apaches, Chinooks, F16's, Mig21's, M60's, T64's, BMPs, Bradleys and much much more... you get the picture. Whats new from Version 1.1? Well for the complete list, check the link at the top titled "-Victor Warfare 2.1 Change Log". The list became sort of long so I figured I'd post it for only those who wish to read it. A short summary of the changes in 2.1 include: Doubling East weapons, Res M1A1s/M60s, new hinds, new f16 to replace the old, satchels that can stick to enemy vehicles, fixed the icons and reprogrammed the AI just to name a few things. Again the complete list is in the link provided above. All of the information provided in the links are displayed in the next post for easier access. I decided to take this excript from the change lot and put it here for some more exposure so I can acknowledge the few problems the mission has: Quote[/b] ]Errors: Request Help * ERROR: Mi24 '/Burst is not a DisplayName' - When spawned at air factory. * ERROR: AH6 & MH6 are (RACS) and show up red to east units. * --I will have to ether remove the AH6 and MH6 for both teams or find new addons down the line I guess. * ERROR: No entry 'bin\config.bin/CfgVehicles/MGunClouds.scope * --Has to do with the Mig21 (physical addon) released * ERROR: Starting the game has a "SoldierPB" error or something to that effect. Share this post Link to post Share on other sites
BLSmith2112 0 Posted July 5, 2008 Full change list including 1.1 and 2.1 together.  Quote[/b] ]Vehicles:West Air:   * -Added CH-47D Chinook (Replaced UH60 MG)   * -Added AH64 Apache (Mapfact)   * -Added F22A AGM   * -Added F16 GBU   * -Removed UH60 MG   * -Added Be32k cargo plane (No weapons) East Air:   * -Added RHS Mi24 Iraq Hind   * -Added AH6 (RACS)   * -Added MH6 (RACS)   * -Current: SU34 AT   * -Current: SU34B GBU   * -Added (new) Mi24 Iraq (RHS_Hind).   * ---New hind in the farther future will have smaller loadout. (Request assistance).   * ---New hind has a working gunner turrent and is not a 'tank' any longer.   * -Added Be32k cargo plane (No weapons)   * -Current - KA-50   * -Current: Mi17 MG (Will be replaced soon)   * -Current: Mi17 FFAR   * -Added - Mig21 (On hold - need correct class-name) Both Air: -Removed (temp) FU24 Scout Plane West Heavy Units:   * -Added Desert Vulcan   * -Added Desert Stryker TOW   * -Added Desert AWS M1A1   * -Added M60   * -Added Bradley   * -Removed: HMMWV TOW > No Russian Counterpart. East Heavy Units:   * -Added RHS Skinned ZSU AA   * -Added RHS Skinned BMP2   * -Added RHS T64B   * -Added RHS T72 Marine.   * -Added RHS Skinned BDRM ATGM West Light Vehicles:   * -Added Desert HMMWV   * -Added Desert HMMWV MG   * -Added Desert HMMWV MK19   * -Added Desert M1030 Bike   * -Added Desert Stryker (MG)   * -Added Desert Stryker (GL)   * -Added Desert 5T   * -Added Desert 5T (Ammo)   * -Added Desert 5T (Refuel)   * -Added Desert 5T (Repair)   * -Added Desert 5T (Supply)   * -Added Desert 5T (Salvage)   * -Added Desert M113   * -Added Desert M113 Ambulance   * -Rommel Current BIS RHIB East Light Vehicles:   * -Added Landrover (No Weapons)   * -Added Land Rover (MG)   * -Added Land Rover (GL)   * -Added TT650C RHS Bike   * -Added Desert URAL (Open) --> No MG   * -Added Desert URAL (Repair)   * -Added Desert URAL (Ammo)   * -Added Desert URAL (Refuel)   * -Current URAL (Salvage)   * -Current URAL (Supply)   * -Added RHS Skinned BMP2 Ambulance   * -Added RHS Skinned BDRM2 Resistance Vehicles:   * -Added M1A1 RACS to towns   * -Added M60 RACS to towns   * -Current: T72 to towns   * -Replaced 4X4 with a Landrover (MG) - (May revert) Units:   * -Added ACU Units   * -Added RHS Units Weapons   * -Added RH AK Pack   * -Added RH M4/M16 Pack   * --Added Aimpoint Desert 1.2 (non-M4 pack) weapons (update to updated) East Weapons:   * Added AK-47   * Added AKs-47   * Added AKM   * Added AKMs   * Added AKMw/GP30   * Added AKs-74u   * Added AK-74   * Added AK-74M   * Added AK-74MCobra   * Added AK74w/GP30   * Added AKS-74   * Current AKS-74 PSO   * Added AKS74w/GP30   * Added AK-103GP30Cobra   * Added OC-14   * Added OC-14w/GP30   * Added OC-14 SD   * Added Groza-1   * Added AS Val   * Added AS Val Cobra   * Current PKM   * Added RPD   * Added Pecheneg   * Added STG-44   * Added SVD   * Added KSVK   * Added Groza-1 Sniper   * Added AKs-47 Gold   * Added AKs-47 Silver   * Added SVD Black   * Added SVD Gold 30 handpicked west rifles for you. West Weapons:   * Added M4A1 Ironsight   * Added M4A1SD M203 Acog   * Added M16A4   * Added M16A4 Acog   * Added M16A4 Acog M203   * Added M4A1   * Added M4A1 Aimpoint   * Added M4A1 Eotech   * Added M4A1 M203   * Added Desert SPR Mk12   * Added M4A1 SD   * Added BIS G36K   * Added BIS G36C   * Added MP5A5   * Added MP55SD6   * Added M240   * Added Desert M249   * Added Desert M24   * Added Desert M107   * Added Desert MK46 Mod1 Eotech 23 handpicked west rifles for you. East Launchers:   * Current RPG-7V Launcher   * Added Javelin Launcher   * Current 9K32 Strela Launcher West Launchers:   * Current M136 Launcher   * Current Javelin Launcher   * Current FIM-9 Stinger Launcher East/West Extras:   * Added Laser Designator to this category to allow for Launcher carry.   * Added Satchel charges that can be stuck to enemy vehicles   * Current: Everything else. Gameplay Changes:   * -View Distance Options now available (up to 3000m).   * -Supply trucks removed. However players must do this if they want more cash flow.   * -Fixed all Icons for units. (Heavy, Light, Air, Airport) East/West.   * -Increased db of intro music from +1dB to +2dB   * -Added 3 new "Complete Loadouts" for the desert weapons   * -Added New Starting weapon: M4A1SD M203 Acog Desert   * -Added East/West Soldier's Icons, as there was no icon there before.   * -Added Satchels that stick to vehicles.   * -Replaced F16 by Footmunch with edited version of the F16 by zGuba.   * -Decreased volume of bird sound effects from +5dB to +1dB   * -Confirmed RACs use of M1A1 RACs, M60 RACs, Vulcan RACs in large towns.   * -Changed - Commander vote time 40 seconds and staying.   * -Converted - Some of Rommels scripts into the game.   * -Changed Starting vehicles for East/West to addon vehicles.   * -Changed prices of all the ammo for weapons.   * -Changed Starting weapon for east. An Acog M4GL (No grenades)   * -Changed all "Complete Loadouts" to better utilize the slots provided.   * -Changed help screen with information and a few tips. Tweeks:   * -FIXED: Reprogrammed AI twice (AI became unprogrammed with latest revision, is now fixed)   * -AI will now build the addon soldiers/vehicles/tanks on their own.   * -Temporarily removed FU24. (Will be added back in with addon pack 2.0 in week or so).   * -Put M60 in heavy resistance towns with T72. (Did not test & does not mean it will 100% for sure be in a heavy town) Issues:   * -All AA west soldiers are default skin. (No ACU AA or other skinned units).   * -I may have missed a few AI (For example, commanders defense team for the base may have default units). Future Releases Wants and requests   * -Add Resistance AI to have east and west weapons.(Easy)   * -Add new "Defense team" for medium towns only so M60s can only reside there with infintry. (Could be hard)   * -Add scout plane (East)   * -Disable New Scout Plane radar. (Annoying)   * -Increase AI skill up in towns. (0.6 > 0.8). (Just have to locate the script)   * -Add Mando Missles (Probably hard)   * -Many new islands/maps (Map must be error free first).   * -Change F16 ammo from GBU to AT (Need to be able to physically change the addon)   * -Change F22 ammo from AT to GBU (Need to be able to physically change the addon)   * -Decrease towns, increase supply and beef up the towns defenses. (Easy)   * -Add more jets for East if they become available. They only have the Su34! Mig21 currently not working. (Easy)   * -Add converted Puma 330L to replace Mi17MG and fight CH47. Addon maker is working with me on this.(Easy)   * -Make numerous changes to a few aircrafts ammo and armament. (Complicated) To do:   * -Add the sandbags from Matt R mission (3 Stories)    * -Change start pre-flight checks & turn them off. How to install the addons: Quote[/b] ]-Copy "@VicsWarfare" to Arma's main directory. -Change target line in Arma's shortcut to: Quote[/b] ]"C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=@VicsWarfare-The the @VicsWarfare folder came with an "addons" subfolder, that must not be removed. -You can keep any other additions in the target line such as: -world=empty and -nosplash  (they don't have to be removed is what I'm saying.) How to install the Mission: -Unrar the mission .rar ""Warfare1.1V1x_32@VictorNS.Sara" Copy the mission into this directory: Quote[/b] ]C:\Program Files\Bohemia Interactive\ArmA\MPMissions"-Once its there your done! This list is quite large. I recommend downloading the full addon pack located here: http://files.filefront.com/VicsWarfare207z...;/fileinfo.html Visit this thread to learn how install the pack if you already don't know how. http://z7.invisionfree.com/Driven/index.php?showtopic=317 Here's the individual list of addons and their respective links. -Again not ALL of these addons are used. Some were put in this pack to future proof the mission so errors could be fixed and some of the units to be later implemented without having you to download new addons. Quote[/b] ]cmcd_usa_1id_infantry1st Infantry Division ACU   http://www.armaholic.com/page.php?id=1185 RHS_Marines Russian Federation Units   http://www.armaholic.com/page.php?id=1712 RHS_Vehicles Russian Reskinned Vehicles Pack http://www.armaholic.com/page.php?id=2052&ratings=1 TSN_LR110 Land Rover Defender 110 http://www.armaholic.com/page.php?id=3204 MAP_Air Mapfact Air Pack http://www.armaholic.com/page.php?id=903 RHS T-64 MBT preview pack RHS_T64B http://www.armaholic.com/page.php?id=2259 RH M4/M16 pack rh_m4 http://www.armaholic.com/page.php?id=2675 Russian Federation Units rhs_weap http://www.armaholic.com/page.php?id=1712 RHS Hind rhs_hin http://www.armaholic.com/page.php?id=1099 Vilas Weapons pack vilas_wpn http://www.armaholic.com/page.php?id=612 RACS Abrams vil_racsm1 http://www.armaholic.com/page.php?id=3546 Mig 21 lobo_mig http://www.armaholic.com/page.php?id=3578 McNools Desert Vehicles - Replacement mcn_vehicles http://www.armaholic.com/page.php?id=1338 Beriev Be-32 rc_be32k http://www.armaholic.com/page.php?id=858 AimPoint Desert Weapons Pack amp_deswps http://www.armaholic.com/page.php?id=2127 AK pack http://www.armaholic.com/page.php?id=2862 F-22A Raptor 3lb_f22. http://www.armaholic.com/page.php?id=3396 AWS Abrams http://www.armaholic.com/page.php?id=1351 US M60A3 http://www.armaholic.com/page.php?id=3081 Cold War Operations Addon Pack 1 - only cwo_data.pbo http://www.armaholic.com/page.php?id=3309 Desert Bradley http://www.armaholic.com/page.php?id=3283 Extended eventhandlers (xeh) http://www.armaholic.com/page.php?id=2605 Fletcher FU-24 http://www.armedassault.info/index.php?cat=addons&id=416 GDT Mod Satchel http://www.armaholic.com/page.php?id=2048 Map Misc http://www.armaholic.com/page.php?id=804 McNools Desert US Vehicle Pack http://www.armaholic.com/page.php?id=1125 McNools Desert Opfor Vehicle Pack http://www.armaholic.com/page.php?id=1177 M1114 Up-Armoured http://www.armaholic.com/page.php?id=3543 USAF F-16C Falcon - edited version by zGuba http://www.armaholic.com/page.php?id=3537 Share this post Link to post Share on other sites
BLSmith2112 0 Posted July 7, 2008 Edit: I now have a server to test on so the following information is therefore outdated. Mission "release" on hold until I can get a hold of KaRRiLLioN because his server is the only one I have access to. Since I cannot create local online games and have them appear in the list, the only way of testing this mission requires I get access to a dedicated server. The addon's zipped at 450mb (edit: now 334mb), but thats zipped... unzipped its a different story hehe. However do not fret I only have little left to do: 1. Test mission online and see if any new errors occur. 2. Move 2 vehicles from one team to the other (oops! 3. The maker of the "Puma 330L" is helping me convert his awesome chopper over to east (will replace the troop transport Mi17). 4. Changing the prices for everything. Share this post Link to post Share on other sites
frogg 0 Posted July 7, 2008 Uhhh maybe I'm missing the point here, but when has it ever been necessary to ask permission to make a mission that uses a certain 3rd party addon. So you are saying that if I make a mission that uses several peoples 3rd party units/skins, I need to ask each and every person permission just to USE it? I can understand needing permission to modify/re-release models/skins, but to USE them??? Yes, you are missing the point. I think you need to ask permission if the MOD/Addon is not a public release, and it was never intended to be one. AFAIK there is no IC ArmA MOD version released to the public currently (witch also means Victor will need to release such a pack in order for his mission to work). This is not about a 3rd party addon...as there is no such thing in this case Besides with a such a mod, using only a few vehicles from it might be messy, as they all are linked one to the other in the configs Ahh fair enough, I missed the part about it being a private mod. Sorry for questioning you, just threw me off a bit when I had a quick read. Looking forward to the map Victor, looks like it will be a great release. Share this post Link to post Share on other sites
ShrubMiK 0 Posted July 10, 2008 I'm looking forward to it too... Any chance of putting something like M60A3 in as an alternative tank for the West side? The one bit I don't like the look of is: "-EAST now has Javelin rocket access (for balancing)." I'd rather see two teams that were near but not perfectly balanced, and with different strengths and weaknesses - makes them different to play and therefore adds variety to the game. If you think Javelin is too unbalancing as it is, an alternative approach would be to make it more expensive. Share this post Link to post Share on other sites
Griffon2-6 0 Posted July 12, 2008 Actually, I think it'd be good if you replaced the RACS T72 with the M60A3. Here's what RACS looks like right now: American rifles, American machineguns, American sniper rifles, American APC, and... Soviet main battle tank? Seems kind of unfitting - who supports/supported the RACS really? Also, there is an imbalance in that West will never have to buy ammo or AT weapons because they can procure it from the RACS that everybody kills, but East must buy ammo and RPGs, which is quite ironic because Soviet weapons are more common in the real world. The way I fixed this in my own personal version of Warfare was to add a militia component (civilians wielding Soviet equipment) to the RACS. It's quite a bit of work, but worth it I think. Also, about balancing, I think the game should go the other way, so that there is a complete imbalance. Since victory does not depend on individual player score, but rather upon the completion of an objective, I think it would be interesting to have the two sides approach the completion of the objective differently. I made a version of Warfare that I call Insurgency which basically replaces East with an irregular army. Share this post Link to post Share on other sites
BLSmith2112 0 Posted July 20, 2008 Everything in the mission is done. Sorry for the wait all (summer college was really becoming a anchor in my boat). There are some very simple things that need to be done before I put this mission up for download. 1. Making structures cost more than 1 supply (testing purposes). 2. Changing the $$$ start count (is 40,000 for testing purposes). 3. Uploading the addon pack with a completed readme. (Size now only about 330mb, 7z compression). Wednesday is the day I'm shooting for. Once again: KaRRiLLioN's bootcamp will be the first to host this mission once this is available. Considering the (small) amount of addon/MP players - a time can be arranged for some good weekly and/or nightly games. After this is available and proven to work. I aim to transfer this over to other islands using the changes from Rommel/Matt R & possibly others if I can decode their genius. (CWR in particular). We do have a teamspeak address (stated in main post) that would be extremely beneficial. Once the mission is done and ready to go the main post will be updated with new screenshots of the vehicles added & such. Share this post Link to post Share on other sites
Rocco 0 Posted July 20, 2008 great idea, hope some servers run this mission, but so far i didnt see one, i´d like to test this mission, if you need me, send me a PM please. Share this post Link to post Share on other sites
lockjaw-65- 0 Posted July 20, 2008 I would be willing to host on my server, just let me know Share this post Link to post Share on other sites
BLSmith2112 0 Posted July 23, 2008 The mission is done. I have 1 small edit left before I can post it here. Tomorrow it'll be released as promised. The addon pack is up for download today however. Share this post Link to post Share on other sites
CrazyAce 0 Posted July 23, 2008 Right on Vic, I have been looking forward to playing this mod and I'll be sure to grab it. Do make sure to add the West motorcycle also and speaking of motorcycle, are you getting an error with the East motorcycle? :sugestion: Maybe also add the G36C and G36A to the list of purchasable weapons? Share this post Link to post Share on other sites
ModaFlanker 0 Posted July 23, 2008 I don't understand the "30 seconds to vote". By the time we've got people to start voting its already cycled again, and we're screaming at everyone to vote again. Its made it far harder to vote that way... 60 seconds works far better. HOWEVER If you've changed it so it remembers who you voted for last [so person doesnt have to vote every 30 seconds until the wanted commander is chosen] then thats even better. Share this post Link to post Share on other sites
CrazyAce 0 Posted July 23, 2008 It’s just the way it’s made, the variables for 30 seconds is more than enough time to start voting than 60 seconds of standing around and if people can't get their heads out of there asses to vote then yes problems like this will happen. I say it’s not the mod, but the people that play the mod Way to go on the release Vic. Share this post Link to post Share on other sites
BLSmith2112 0 Posted July 24, 2008 The mission has been released. I will take the voting time into consideration, how's 45 seconds to compromise? I can understand why some feel 30 seconds is not enough. Link to the download of the Mission. Have fun. Oh and don't hesitate to contact me with any suggestions, comments, concerns or any other questions. I already have a small list of things I would like to add/fix, but if I kept working on them I'd never get the first version of the mission out of the door. Some closing notes on this version: 1. The AI has not been programmed into knowing the new units. So they still will function, just not as a commander would like to. That will be one of my top priorities in the next version. 2. Someone told me of an error fast traveling - I'll have to play the mission to find out. 3. There is also a "Mi24P_Cas" error that pops up randomly during the mission at some point. The mission is already uploaded to KaRRiLLioN's Server (info above). I know the mission isn't perfect but I'm letting everyone know that I'm working as hard as I can. Â This is my first mission since OFP back in 2001 after all - so any script changes are pretty intense and time consuming for someone like me. If you have any knowledge of scripting and see a problem and would be kind enough to me out, feel free to let me know and I will surely appreciate it. Share this post Link to post Share on other sites
ModaFlanker 0 Posted July 24, 2008 It’s just the way it’s made, the variables for 30 seconds is more than enough time to start voting than 60 seconds of standing around and if people can't get their heads out of there asses to vote then yes problems like this will happen. I confess I don't get this argument. Who stands around AFTER they have voted? They resume playing. Conversely, on a server with MANY players online, in order to get everyone to vote at the same time, the people who are already fighting in a town will have to stop, vote, fight.... stop, vote, fight.... stop, vote, fight... until it works out. What do you mean by 60 seconds of standing around? Do you mean right after a map has been started, and a commander wants to become commander right away, but is too impatient to wait that full 60 seconds before they have been voted in? Share this post Link to post Share on other sites
CrazyAce 0 Posted July 24, 2008 Excellent addition Vic, a few bugs to squash, but is stable nonetheless. I would recommend for people to play this online (with actual people) as they will benefit more from the mod than alone. @ModaFlanker; forget it man. Share this post Link to post Share on other sites
Leopard2 0 Posted July 25, 2008 Some closing notes on this version: 1. The AI has not been programmed into knowing the new units. So they still will function, just not as a commander would like to. That will be one of my top priorities in the next version. 2. Someone told me of an error fast traveling - I'll have to play the mission to find out. 3. There is also a "Mi24P_Cas" error that pops up randomly during the mission at some point. I might be able to help with this as I basically went through the same things when I created our own addon Warfare version for the 506th PIR server (not publicly released yet). Yes, the resistance in our version is using M60. Â Share this post Link to post Share on other sites
BLSmith2112 0 Posted July 25, 2008 Wellp, I found this in the "Config_AITeams" folder, would editing this information do any good? Quote[/b] ]WestAITeamTemplates = WestAITeamTemplates + [_u]WESTAIDEFAULTTEAMTYPE = Count WestAITeamTemplates - 1 WestInfantryTeamTypes = WestInfantryTeamTypes + [WESTAIDEFAULTTEAMTYPE] _n = _n + ["AT"] >> Class name used for other scripts. (No touch) _d = _d + ["AT"] Â >> Name of unit displayed in-game. Â _u = [WATSOLDIER] >>Class name of new addon soldier. _u = _u + [WSOLDIER] >> Class name used for other scripts. (No touch) _u = _u + [WATSOLDIER] >> Class name of new addon soldier Edit: I just tried this and I think I got it to work. I really appreciate the offer Leo, but it seems I may have figured it out Share this post Link to post Share on other sites
Stroeh 0 Posted July 25, 2008 I just finished playing this Warfare-Version on Karrillions Server, and it has been a nice match. We played on OPFOR-Side versus BLUFOR. Some issues/proposals with/for this map: - Landrovers seem to make trouble when crossing a bridge; in my case i drove with a landrover equipped with Grenade-Launcher from Tiberia in east direction, and i got stuck on the next bridge. Also GL won't get reloaded at town-center when selecting that "reload ammo" option. I don't know if that's related to this mission or if it's a general problem of that addon. Seems to be a similar problem as the Commander-Position in T72s. The MG in that position can't get reloaded as well - but that's definitely a general ArmA bug that has not been fixed so far. - Fletcher FU planes have a strange sound problem: sometimes you can hear their engine sound as if you were actually flying that bird - even if you are 3000 kilometres away. I don't know if there's a proper replacement for that addon. - The ViewDistance is much too low; maybe you should increase it to 2000 - 3000 ? - As I said, we played against BLUFOR. During the whole match i could not see any of that new BLUFOR vehicles you put into this mission. Does AI actually now how to use them? But nevertheless, good work so far. Keep it up! Share this post Link to post Share on other sites
Nowyoudie 0 Posted July 25, 2008 Hey, Stroeh! We were just playing together on his server recently! How's it going man... The warfare is awesome. I have no complains or have run into any issues that Stroeh stated above, except for the Fletcher planes - my headphones are always at 100% volume and those planes were ATROCIOUSLY loud! Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted July 25, 2008 I just finished playing this Warfare-Version on Karrillions Server, and it has been a nice match. We played on OPFOR-Side versus BLUFOR.Some issues/proposals with/for this map: - Landrovers seem to make trouble when crossing a bridge; in my case i drove with a landrover equipped with Grenade-Launcher from Tiberia in east direction, and i got stuck on the next bridge. Also GL won't get reloaded at town-center when selecting that "reload ammo" option. I don't know if that's related to this mission or if it's a general problem of that addon. Seems to be a similar problem as the Commander-Position in T72s. The MG in that position can't get reloaded as well - but that's definitely a general ArmA bug that has not been fixed so far. - Fletcher FU planes have a strange sound problem: sometimes you can hear their engine sound as if you were actually flying that bird - even if you are 3000 kilometres away. I don't know if there's a proper replacement for that addon. - The ViewDistance is much too low; maybe you should increase it to 2000 - 3000 ? - As I said, we played against BLUFOR. During the whole match i could not see any of that new BLUFOR vehicles you put into this mission. Does AI actually now how to use them? But nevertheless, good work so far. Keep it up! That Land Rover bug appears to be caused by the latest patch. My HMMWVs get stuck on bridges while the Land Rovers don't. Also the T-72 gets "sucked down" into bridges, but you can still go. EDIT: Hey Stroeh and Nowyoudie, just played a 6 hour game about. GREAT mod, best one yet for Warfare. Share this post Link to post Share on other sites
ModaFlanker 0 Posted July 25, 2008 @ModaFlanker; forget it man. I've seen this happen too many times on full servers... people screaming to vote, the constant "Voting for new commander" annoyance, the insults to the team for being too lazy to vote, etc etc. Sometimes no one gets voted in at all, and the team gives up... It harms gameplay. If this wasn't acting like such a broken record repeating itself endlessly I'd not have spoken on this. Share this post Link to post Share on other sites
BLSmith2112 0 Posted July 25, 2008 New Version Released. (Release 1.1) No new addons required. Download: Link (Click here) Quote[/b] ]-Programmed West AI to respond to human and AI commanders. -Programmed East AI to respond to human and AI commanders. -AI will now build the addon soldiers/vehicles/tanks on their own. -Temporarily removed FU24. (Will be added back in with addon pack 2.0 in week or so). -Commander vote time 40 seconds and staying. -Switched Mi24F-Hind to the Mi24D-Hind. The 'D' version has a working gunner turret. Will be considering other hind replacements in the near future. -Loud birds sound from 1.1.3f was silenced. -Put M60 in heavy resistance towns with T72. (Did not test & does not mean it will 100% for sure be in a heavy town) Problems that need to be addressed: Quote[/b] ]-Many icon (.paa) files for units are wrong. -Horrible view distance -Land rovers & AH6/MH6 show up as enemy to friendly AI. --If I take these away from East, west will have to lose them too to keep the balance. -All AA west soldiers are default skin. (No ACU AA units). -Few AI slipped through my fingers and got into the game unmodified (commanded by AI officers). -This is annoying too when I load the editor: Wants: (I don't know how to do some of these) - And appreciate any help I can get. Quote[/b] ]-Resistance AI to have east and west weapons. -100% confirmation of M60's in towns. -M60's moved then to Medium towns after Addon Pack 2 is done. -Addon Pack 2: M1A1 (Racs) for heavy towns. Â -Addon Pack 2: New & updated M1A1's and T72's for both teams. -Addon Pack 2: New scout plane (No radar, no weapons) -AI skill up in towns. (Say for ex: from 6/10 to 8/10). -Mando Missles -When mission is 100% working and error free - new islands based on newer versions of Warfare. (It's easy to upgrade) and this is the last thing I wish to do. --Also want to know how to increase a towns supply and try to centralize the battle on a few points instead of 20+. (Want the coop feel to go away). Â -Learn how to change view distance in this (by means of Rommels view distance script). -Add additional weapons to each team (just scripting, no actual downloads required). Share this post Link to post Share on other sites
.kju 3244 Posted July 26, 2008 Quote[/b] ]-Learn how to change view distance in this (by means of Rommels view distance script). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setViewDistance 1000 (local for each client / can be different for each computer) Share this post Link to post Share on other sites
.kju 3244 Posted July 26, 2008 Quote[/b] ]-Learn how to change view distance in this (by means of Rommels view distance script). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setViewDistance 1000 (local for each client / can be different for each computer) Share this post Link to post Share on other sites