BorisEberhart 0 Posted September 19, 2008 Ok! Thank you I looked over this when I tested this a while back..Yo your mod is mad fun with the addons! Yeah that really makes sense now that I think about it... I have to look over these scripts carefully, thanks! I actually thought this determind how Units were predefind in vehicles: _m = _m + [200 + (westBarracksCosts Select WSOLDIERTYPE) * 2] I thought that Multiplied the amount... It probably does. That multiplies the cost if I'm not mistaken. But doomguy knows a lot more about the code than I do. Warfare in coop with this mod is indeed "mad fun". We play it with a few extra modifications (a combination of mods from sixth, ecs, slx and a few others) for an even tougher experience. Share this post Link to post Share on other sites
computica 0 Posted September 19, 2008 Yeah I found out this script multiplies it... ;Used to calculate amount of units needed to buy vehicle. westOneManLightVehicles = [] for [{_count = Count _u - 1},{_count >= 0},{_count = _count - 1}] do {if (_o Select _count) then {westOneManLightVehicles = westOneManLightVehicles + [_count]};} Share this post Link to post Share on other sites
Doomguy 0 Posted September 19, 2008 That code only adds the cost for the crew members of the vehicle. It does not determine how many crew members the vehicle will actually have, because that is done by the Server_BuyUnit script, and cannot be changed easily. Edit: for some really mad fun, try the testing mode option. Practically infinite funds for both sides Share this post Link to post Share on other sites
computica 0 Posted September 19, 2008 Oh okay! I see why they left the Airport_Config.sqs Su-34B like it was: ;EAST _u = ["SU34"] _d = [Localize "STR_DN_SU34"] _c = [7000] _m = [7000 + (westBarracksCosts Select WPILOTTYPE)] _o = [true] _t = [50] _p = [50] _i = ["\ca\air3\SU34\data\UI\Picture_su34_CA.paa"] for [{_count = Count _u - 1},{_count >= 0},{_count = _count - 1}] do {Call Compile Format["%1TYPE = %2",_u Select _count,_count];} Share this post Link to post Share on other sites
lockjaw-65- 0 Posted September 19, 2008 Rick: No pain no gain Seems like a good Warfare for singleplayer ok ok point taken, was only thinking of all the addons to download for a multi player game but can see it being good as single player.. Share this post Link to post Share on other sites
computica 0 Posted September 19, 2008 What A.I. Improvement Addons do you all approve of? I see that Doomguy takes the respawn thing seriously in his mod LOL! Share this post Link to post Share on other sites
Doomguy 0 Posted September 19, 2008 In our sessions, we play with: ECS: all except tracers, armory (sounds) SLX: slx_gl3.pbo, slx_netcode.pbo, slx_ecs_xeh.pbo SIX Pack3: six_sys_ai.pbo, six_sys_suppression.pbo VFAI: vfai_smokeshell.pbo True: truegameplay-ai-hearing.pbo PROPER: PROPER_Gameplay_No_AT_Use_Vs_Men_By_AI.pbo That's about it for AI mods. Doomguy Share this post Link to post Share on other sites
bigshot 64 Posted September 20, 2008 dunno if anyones tried this on LAN yet but im getting a chronic scripting error which shows up about every 30 seconds during the mission...it still seems to play but that error popping up constantly is very distracting as its a long one :-) btw - what are all of those red flag markers on the map for? Share this post Link to post Share on other sites
lockjaw-65- 0 Posted September 20, 2008 Like the map, the best thing is being able to get more troops and viehcles when away from base. Do the racs make aircraft cos i did not notice any? Share this post Link to post Share on other sites
kremator 1065 Posted September 20, 2008 Doomguy, well done. I like it. Have you thought about hard-wiring in FFN MOD? The Ai are simply amazing and would be a REAL challenge to a human team. [TAO] Kremator Share this post Link to post Share on other sites
computica 0 Posted September 21, 2008 Thanks DoomGuy Even the People I set in UH60 Choppers were landing and getting back in to leave, but I need to figure out if the A.I. will always run smoothly and not get stuck when it comes to choppers. With the listed A.I. Mods when I add them to the addon list will it run automatically or do I have to set them up? I can always look for them myself though and find out. Share this post Link to post Share on other sites
Doomguy 0 Posted September 21, 2008 dunno if anyones tried this on LAN yet but im getting a chronic scripting error which shows up about every 30 seconds during the mission...it still seems to play but that error popping up constantly is very distracting as its a long one :-)btw - Â what are all of those red flag markers on the map for? Hi Bigshot, sorry to hear about the error. Could you grab a screenshot when it happens and put it up somewhere? Or tell me what the warning is? Edit: the red flag markers are starting positions. Doomguy Share this post Link to post Share on other sites
Doomguy 0 Posted September 21, 2008 Like the map, the best thing is being able to get more troops and viehcles when away from base. Do the racs make aircraft cos i did not notice any? Â The RACS don't get aircraft in this version (only BLUFOR and REDFOR) I'm not sure how the RACS would use aircraft in a sensible way. Any ideas? Share this post Link to post Share on other sites
Doomguy 0 Posted September 21, 2008 Doomguy, well done. Â I like it.Have you thought about hard-wiring in FFN MOD? Â The Ai are simply amazing and would be a REAL challenge to a human team. [TAO] Kremator Thanks! FFN sounds really interesting, but I haven't spend any time with it yet. Thanks DoomGuy Even the People I set in UH60 Choppers were landing and getting back in to leave, but I need to figure out if the A.I. will always run smoothly and not get stuck when it comes to choppers. With the listed A.I. Mods when I add them to the addon list will it run automatically or do I have to set them up? I can always look for them myself though and find out. The AI embarking/disembarking used to be very unpredictable in OFP, but I'm not sure how it is in ArmA. In my private version of WGL ZSCTI I used to just teleport the passengers right into the chopper if they took too long trying to embark. You don't need any special setup for the AI mods listed, just put them in a mod folder and play. Share this post Link to post Share on other sites
BorisEberhart 0 Posted September 22, 2008 Doomguy, well done. I like it.Have you thought about hard-wiring in FFN MOD? The Ai are simply amazing and would be a REAL challenge to a human team. [TAO] Kremator I've tried FFN. It's interesting but I still prefer the combination of mods we use in our sessions. Especially slx_gl3 (group link) makes for some great AI encounters. If you haven't tried group link I suggest you do. Fire up ARMA with only slx_gl3 loaded, run a simple mission with several squads on the map and see what happens. The squads will communicate, pinpoint your location and hunt you down. Combine that with ai hearing, suppression and engagement improvements and you are in for a fight. Boris Eberhart Share this post Link to post Share on other sites
computica 0 Posted September 22, 2008 Like the map, the best thing is being able to get more troops and viehcles when away from base. Do the racs make aircraft cos i did not notice any? Â The RACS don't get aircraft in this version (only BLUFOR and REDFOR) I'm not sure how the RACS would use aircraft in a sensible way. Any ideas? Yeah in my mod the RACS use Aircraft like there supposed to, they'll start out on land. Here is the cool part though, Depending on how you approach the town area, if you come in silent you can catch them off guard and they won't have the time too lift they'll choppers and leave. These guys will even attack your base! I've seen it happen. What they love to do is take out a cluster of your people with the missles the Ah-6 has in a line. they seem to miss but they plot out where your going first. I learned to jump out of the car when AH-6s show up and get back in them when MH-6s show up. MH-6s seem more agressive to infantry. The guys in AH-6 are the types that hit and run, the A.I. will even use the parachutes for a quick escape. I'm surprised every time. But the RACS Choppers are beat if you have Attack Choppers. Share this post Link to post Share on other sites
SWAT_BigBear 0 Posted October 3, 2008 I finally had a few hours to play this mission and it was very nice. The AI helo's seem to work properly.....I was simply going around in a M1A1 taking towns, after about 1.5 hrs, the AI's wiped the enemy base out. I can now try different settings to make it last much longer, but it made for a great quick game using the extra funds. The adjustable options help alot when your gaming time is limited. Is there any chance of this being made for the full Island? Thanks again for the no addon version. Share this post Link to post Share on other sites
Doomguy 0 Posted October 4, 2008 Hi SWAT_BigBear. It's great to hear you had a good time playing WACO! The problem with the full island is that it will degrade performance a lot... all the camps and depots check continously for the presence of units, and each town can spawn teams of resistance. I might do it, just to see if it could still work. I have been working on a new version however. Its main features are: - AI capture of the airport, - AI use of airplanes (if they have the airport), - much improved resistance team behavior (they will re-capture camps and perform better patrols), - improved town defense teams (east or west teams that spawn to defend their towns), - normal AI infantry teams also actively capture camps now, - AI heavy teams move actively attack enemy bases and units, - improved AI formation keeping and embarking behavior. It will be released soon! Doomguy Share this post Link to post Share on other sites
mankyle 410 Posted October 4, 2008 Regarding the airport, don't forget to add code to change the side of the airport. That way, if you add lines to the planes AI to refuel and rearm they could do so automatically by using the landAt command, landing at the airport and then taking of after rearming and refuelling. mmmm, another thing. do you plan to add paratroopers code? BTW, your version is the one I like most now. Very good enhancements!! Share this post Link to post Share on other sites
Doomguy 0 Posted October 4, 2008 Regarding the airport, don't forget to add code to change the side of the airport. That way, if you add lines to the planes AI to refuel and rearm they could do so automatically by using the landAt command, landing at the airport and then taking of after rearming and refuelling.mmmm, another thing. do you plan to add paratroopers code? BTW, your version is the one I like most now. Very good enhancements!! Yep, I have rewritten the airport code such that whoever owns the new 'Aeroporto' town also controls the airport (hangar). I actually have seen the AI automatically perform landings, supposedly to rearm and refuel. Paratroopers... not sure. Do you have a pointer to mods that have it? Also, the AI would need to be able to use it too. Good to hear that you like WACO. Thanks! Oh, by the way, I just released a new version in the top post! Doomguy Share this post Link to post Share on other sites
colligpip 0 Posted October 4, 2008 I just wanted to say I love this version I'm having a great fight (as I type) for the airport I cleared most of the resistance and the damn SLA showed up in force aghhh....... love it Share this post Link to post Share on other sites
mankyle 410 Posted October 5, 2008 Wow, works very well. I have edited the mission a little, mostly to add resistance helicopters, and to change a little the AI teams. I have looked at your flawless code. Very elegant. Now, some suggestions - Para drop mission: AI could use transport choppers or planes to drop an squad over an enemy location. The basic code is already in the AI update advance squad. - Enemy AI could use artillery. - create some building or unit that repairs/rearms/refuels in the airport that changes sides when the airport is captured so planes can be ordered to land at the airport and then refuel/rearm/repair themselves. Well, these are the things that have come to my mind. ....and again very good work Share this post Link to post Share on other sites
gL33k 0 Posted October 7, 2008 create a view distance feature. usefull as pilot . with radio action or better, in "T" menu. Share this post Link to post Share on other sites
Doomguy 0 Posted October 7, 2008 I agree that it could be useful. ECS does it automatically, btw. Doomguy Share this post Link to post Share on other sites
computica 0 Posted October 7, 2008 Good Work Doom Guy when I get the chance I'll take a peek, Can't wait to see enemy planes fly above my head! Share this post Link to post Share on other sites