Doomguy 0 Posted February 27, 2009 If you're close enough to him, enable the build menu and allow the player to place those small sandbag walls? I remember something like this from back in the OFP CTI days. There was a support truck that could build sandbags, mounted guns, ammo crates etc. Used to have to defend the trucks like crazy 'cos the radio system didn't exist back then. I think I could use the function findNearestEnemy to implement disembarking behaviour. Would this find the nearest enemy (regardless) or only the enemies the unit knows about? The player could abuse this, automatically knowing that there's enemies nearby a dismounting AI squad. Only the units they know about, according to the Biki. But it would have to be tested to be sure. PS. The current repair truck in Warfare also enables you to build sandbag walls. Share this post Link to post Share on other sites
mattpilot 0 Posted February 27, 2009 Thanks for the info Doomguy! I'll be checking out some of the mods you suggested. I'm being a noob here, but all i gotta do is drop the files in the add-on folder and they automatically load, aye? As for the repair truck - yes indeed it does allow one to build defensive stuff including weapon platforms. As for the 'engineer' unit idea i was more thinking along the lines of only sandbag walls (not the big sand walls the truck allows you to build). I figured as long as 1 engineer is in the group with the 'proper equipment' the entire squad could 'dig in' with these waist high sandbag walls. At least that was the thought behind it. Share this post Link to post Share on other sites
Gutmasher 0 Posted February 27, 2009 Hi Doomguy, Just an update on the conversions i posted about some time ago. 3 verions have been converted to ace island avignon. The only "under the hood" thing that was modified is hq build range from towns reduced to 150. RACS have used mines in defense of their homeland and the airport is not fast travel capable. - WACO 32 - 32 player waco -WACO RED/BLUE 16 - 2 missions made so that you can play coop and give ai side bonuses without locking your server or having humans join the side with the big bonuses! I do not have a file sharing account, but the missions are available on our server. Hopefully it doesnt violate any board rules by telling you its on SCE Warfare server. Thanks for WACO and allowing conversions! Share this post Link to post Share on other sites
EvilMax 0 Posted March 1, 2009 Hi Doomguy! Thx a lot for your mission! We (Arma-Tushino Russian squad) have  some questions and info for you. 1) we can`t rearm some vehicles at depots - all ammo will be cleare, and can not be rearm after that in ammo track too 2) Can`t rearm, repair at some depots (may be this is special feuture?) 3) AI units after some time don`t move from base 4) Now we have write a script for save weapon/ammo config after review - now we can take weapons from death body(enemy or friendly), save your current configuration, and after that you will revive with this configuration(but with number of ammo when you have before deth)...we think it will be good, but every time you must pay some money for this config (for example 50% for enemy side weapons/ammo and 100% for your side) 5) could you add option for game preference - not revive at camp 6) Now we have only near 1000 m viewdistance in WACO, not chengable....we find how to change viewdistance for mission (for all players), but can you add dialog set viewdistance and terrainqulity for local player? and dialog for mission that will be change maximum viewdistance for players and bots (if we set more long viewdistance for player it will be change viewdistance for bots, and they will be more active and hard.... 7) What do you think about move BMD-1 from Hard to Light factory? BLUEFOR have ligt-armor HUMVEE, but RACS haven`t nothing, this BMD-1 should be some cheapper that BMP - near 1300?) 8) What about WACO at both island - standart Sara? 9) for balance at air we ask add AH-64 AGM114/AIM9 - this chopper have 2 AIM and 8 AGM114 (we have tested it already in our edit version of WACO ) Best regards Arma-Tushino squad Evil Max Share this post Link to post Share on other sites
kremator 1065 Posted March 1, 2009 2) Can`t rearm, repair at some depots (may be this is special feuture?)6) Now we have only near 1000 m viewdistance in WACO, not chengable....we find how to change viewdistance for mission (for all players), but can you add dialog set viewdistance and terrainqulity for local player? and dialog for mission that will be change maximum viewdistance for players and bots (if we set more long viewdistance for player it will be change viewdistance for bots, and they will be more active and hard.... Funny you should mention this EvilMax, as I have noticed that too! It does work BUT I think the radius is SOOO small that you need to drive your vehicle almost INSIDE the depot ! I reckon it's only a small tweak. Hoping so anyway. Â Doomguy knows warfare inside and out As for the viewdistance - have you all tried to use InstantViewDistance by Myke? Works perfectly and just required Extended EventHandlers. [TAO] Kremator Share this post Link to post Share on other sites
mattpilot 0 Posted March 1, 2009 RE: building stuff with a engineer unit. I noticed that almost all RACS squad leaders have lootable "Building materials". THey don't show up in the inventory after you take them, but you get 2 new options in the menu - "Build defenses" and "Build Roadblock". Build Defenses puts up a small sandbag wall on pavement or a dirt mound on grass. Build Roadblock puts up a small wire/thingie. You can;t buy these 'building materials' - which sucks, but then again, the feature is a bit ... uhh.. 'bugged'. Only you (squad leader) needs it, and the entire squad builds the objected in a row next to you. Not really optimal in a urban setting. Plus i've noticed that the AI team mates tend to not leave their defensive position regardess if you tell them to rejoin formation or something - they just walk back. Either way - i was hoping the engineer 'unit' idea posted earlier would allow for the building of such small objectives via the "T" menu - instead of having to drag a repair truck along. Please in the next update? Share this post Link to post Share on other sites
mazza 1 Posted March 1, 2009 Quote[/b] ]2) Can`t rearm, repair at some depots (may be this is special feuture?) Make sure town is being supplied. Once you take a town you need to wait for supply until depots can be used. Share this post Link to post Share on other sites
kremator 1065 Posted March 1, 2009 RE: building stuff with a engineer unit.I noticed that almost all RACS squad leaders have lootable "Building materials". THey don't show up in the inventory after you take them, but you get 2 new options in the menu - "Build defenses" and "Build Roadblock". Build Defenses puts up a small sandbag wall on pavement or a dirt mound on grass. Build Roadblock puts up a small wire/thingie. You can;t buy these 'building materials' - which sucks, but then again, the feature is a bit ... uhh.. 'bugged'. Â Only you (squad leader) needs it, and the entire squad builds the objected in a row next to you. Not really optimal in a urban setting. Plus i've noticed that the AI team mates tend to not leave their defensive position regardess if you tell them to rejoin formation or something - they just walk back. Either way - i was hoping the engineer 'unit' idea posted earlier would allow for the building of such small objectives via the "T" menu - instead of having to drag a repair truck along. Please in the next update? You are using FFN mod ... thats why you see Building materials. Â This is nothing to do with WACO. @mazza - of course. Thats the reason ! [TAO] Kremator Share this post Link to post Share on other sites
mattpilot 0 Posted March 1, 2009 RE: building stuff with a engineer unit.I noticed that almost all RACS squad leaders have lootable "Building materials". THey don't show up in the inventory after you take them, but you get 2 new options in the menu - "Build defenses" and "Build Roadblock". Build Defenses puts up a small sandbag wall on pavement or a dirt mound on grass. Build Roadblock puts up a small wire/thingie. You can;t buy these 'building materials' - which sucks, but then again, the feature is a bit ... uhh.. 'bugged'. Â Only you (squad leader) needs it, and the entire squad builds the objected in a row next to you. Not really optimal in a urban setting. Plus i've noticed that the AI team mates tend to not leave their defensive position regardess if you tell them to rejoin formation or something - they just walk back. Either way - i was hoping the engineer 'unit' idea posted earlier would allow for the building of such small objectives via the "T" menu - instead of having to drag a repair truck along. Please in the next update? You are using FFN mod ... thats why you see Building materials. Â This is nothing to do with WACO. @mazza - of course. Thats the reason ! [TAO] Kremator I'm aware that the 'building material' thing is a mod thing not related to WACO. I was just mentioning that to illustrate what i ment should be buildable via the "T" menu in WACO using a engineer unit (similar to what doomguy did too the radio guy). Stand close enough to a engineer unit which then would allow the "T" build menu to build those small sandbag walls seen in the FFN mod. Unless i'm mistaken, such a modification would fall within the WACO mod? Sorry for the confusion. Share this post Link to post Share on other sites
Doomguy 0 Posted March 1, 2009 Hi mattpilot, Sounds like something that WACO could do, indeed (here comes the but) But, I don't have much time to make it right now. There will be some GUI changes required for the engineer feature, and those are quite time-consuming. In other news, I did have the AI teams check for the presence of enemies. They now disembark from cargo if there are (known) enemies close (< 500 meters). There seems to be no impact on performance, which surprised me since I thought those findNearestEnemy calls were expensive. Doomguy Share this post Link to post Share on other sites
eagleone 1 Posted March 1, 2009 Hi Doomguy WACO has a script of removal of corpses? And if has that where it can be blocked? Thx Share this post Link to post Share on other sites
Doomguy 0 Posted March 2, 2009 Hi DoomguyWACO has a script of removal of corpses? And if has that where it can be blocked? Thx Yes, corpses are removed in Common\Common_UnitKilled.sqs. To disable, edit out lines 72 to 76. That will also remove the delay before corpses are removed, but I guess that's okay. However, I cannot recommend this change, I think it will have a bad influence on server performance. Doomguy Share this post Link to post Share on other sites
eagleone 1 Posted March 2, 2009 Doomguy It is necessary for me for compatibility with FFN mod, you could not give an example that as those lines should look? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;Last modified 3/27/8 ;***************************************************************************************** ;Description: Remove a dead unit after a period of time and reward or penalize killer. ;***************************************************************************************** _eventArray = _this Select 0 _victimSide = _this Select 1 _corpse = _eventArray Select 0 _killer = _eventArray Select 1 _killerSide = Str (Side _killer) _corpseType = TypeOf _corpse _AITeam = false _team = Objnull _vehicleDestroyed = (({_corpseType == _x} Count (lightUnits + heavyUnits + aircraftUnits + wingedAircraftUnits)) > 0) Call Compile Format["if (({_corpseType == _x} Count soldierUnits) > 0 && !IsNil ""%1Casualties"") then {%1Casualties = %1Casualties + 1;PublicVariable ""%1Casualties""};",_victimSide] if (_killerSide == _victimSide) then {Goto "CleanUp"}; if (_killerSide != "west" && _killerSide != "east") then {Goto "CleanUp"}; if (IsNull _killer) then {Goto "CleanUp"}; ;Gain experience. if (!IsPlayer _killer && Skill _killer < 0.9) then {_killer SetSkill (Skill _killer + 0.1)}; _team = Group _killer _killerID = Leader _team Call GetClientID _victimID = RESISTANCEID _index = [unitBountyNames, _corpseType] Call FindStringIgnoringCase; if (_index == -1) then {Goto "CleanUp"}; if (!IsPlayer Leader _team) then {_AITeam = true}; if (!IsServer && Local _killer && _killerID == clientID && Side _killer == sideJoined) then {[_victimID,_index] Call CLTFNCAwardBounty;Goto "CleanUp"}; if (IsServer && _killerID > 0) then {[Side _killer,_killerID,CMDAWARDBOUNTY,_victimID,_index] Exec "Server\Server_CommandToClient.sqs"}; if (!_AITeam && !IsPlayer _killer && !_vehicleDestroyed) then {[0.25,Side _killer,_killerID] Call ChangeClientPoints}; if (!_AITeam) then {Goto "CleanUp"}; _bounty = (unitBounties Select _index) * BOUNTYMODIFIER; _bounty = _bounty - (_bounty % 1); if (_killerID > 0 && !IsNull _team) then {[_bounty,Side _team,_killerID] Call ChangeAIFunds}; #CleanUp _delay = 150 if (!_vehicleDestroyed) then {Goto "Wait"}; if (IsNull _team) then {Goto "Wait"}; if (!_AITeam && !IsPlayer _killer && !IsServer) then {[CMDREQUESTCHANGESCORE,Leader _team,score Leader _team + SCOREAIDESTROYVEHICLE] Exec "Client\Client_CommandToServer.sqs"}; if (!_AITeam && !IsPlayer _killer && IsServer) then {[0,0,Leader _team,score Leader _team + SCOREAIDESTROYVEHICLE] Call SRVFNCRequestChangeScore}; _killerSideID = (Side _killer) Call GetSideID _victimSideID = RESISTANCEID; if (_victimSide == "east") then {_victimSideID = EASTID}; if (_victimSide == "west") then {_victimSideID = WESTID}; ;If a vehicle then increase clean up delay and notify side(s) that salvage exists. _delay = 300 if (IsServer) then {Call Compile Format["%1KnownSalvage = %1KnownSalvage + [_corpse]",_victimSide]} else {[CMDVEHICLEDESTROYED,_corpse,_victimSideID] Exec "Client\Client_CommandToServer.sqs"}; Call Compile Format["if (!IsNil ""%1VehiclesLost"") then {%1VehiclesLost = %1VehiclesLost + 1;PublicVariable ""%1VehiclesLost""};",_victimSide] ;If the killer is not the resistance then notify side of salvage. if (IsServer && _killerSideID != RESISTANCEID) then {Call Compile Format["%1KnownSalvage = %1KnownSalvage + [_corpse]",_killerSide]}; if (!IsServer && _killerSideID != RESISTANCEID) then {[CMDVEHICLEDESTROYED,_corpse,_killerSideID] Exec "Client\Client_CommandToServer.sqs"}; #Wait ~_delay DeleteVehicle _corpse ;***************************************************************************************** ;2/12/7 MM - Created file. Simply at me the error jumps out here such here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">temp=tr_body_list | # | select _index TonyRanger has written about it the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">are you delete or remove the bodies? that may casue this error.tr_body_list is the list of all bodies avilable for AI pick up weapon.if it is, maybe the only way is disable AI pick weapon in multiplayer games Share this post Link to post Share on other sites
mattpilot 0 Posted March 2, 2009 @ Eagleone I'm running the FFN / ACE / ECS mod combo (in that order), and i'm also getting that error msg. The game will eventually crash to desktop - can be anywhere from 5 min after gamestart to a few hours later. Quite often i see that error msg you posted about, so i assume thats teh reason. I really hate giving up on FFN - as it adds awesome features to the overall package. I'm not nearly as apt though in modifyng those files to even remotely find the place i should mod as eagleone has found. Maybe we can convince doomguy to release a ACE & FFN compatible version? wat? can't hurt to ask Share this post Link to post Share on other sites
Doomguy 0 Posted March 2, 2009 Remove the following lines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~_delay DeleteVehicle _corpse That's all. Feel free to release your version if you find it works. Doomguy Share this post Link to post Share on other sites
EvilMax 0 Posted March 2, 2009 Hi Doomguy Have you in plan make WACO at normal Sara(both islands)? Thx a lot Max Share this post Link to post Share on other sites
mattpilot 0 Posted March 2, 2009 Remove the following lines:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~_delay DeleteVehicle _corpse That's all. Feel free to release your version if you find it works. Doomguy pOop :/ I opened the pbo in text editor... found the lines - deleted them. Saved the pbo .... went to start the game and it gives me an error msg as i go to select a mission. Says the data file is to short. Share this post Link to post Share on other sites
Sneaker-78- 0 Posted March 2, 2009 Hey doomsguy, in wich file can i change the resistance units/vehicles ? Share this post Link to post Share on other sites
eagleone 1 Posted March 2, 2009 @mattpilot here: download from ifolder.ru Itself yet did not try, so not I can tell that all will to work as should. As here mine MP replacement for FFN, I have changed in it something for the best compatibility with ACE: download from ifolder.ru Share this post Link to post Share on other sites
awotter 0 Posted March 3, 2009 bhaz and Doomguy, thanks for all your hard work, I added some camps to the Afghan Village (for a total of 4 at each depot) just to make it a little more wicked if you don't mind. edit: The starting locations are also pushed back a bit from their original locations. edit:Took the link down, one camp was to close to the SW edge of the map and was causing AI problems. Share this post Link to post Share on other sites
eagleone 1 Posted March 3, 2009 Hi Doomguy How to me to make so in tanks and helicopters at resistance crews and pilots sat? Now there sit usual riflemans. Share this post Link to post Share on other sites
Thirdup 0 Posted March 3, 2009 Hi DoomguyHow to me to make so in tanks and helicopters at resistance crews and pilots sat? Now there sit usual riflemans. Doom's WACO v1.17 should have pilots/crews. Badz Avgani v1.17 has riflemen (easy fix, though): 1. Backup your pbo 2. Unpbo the mission 3. Goto: WACO_v117_ACE.afghan_village\Common\Config\Config_Barracks.sqs 5. Scroll down to resistance (they must be "Independants" in this version). Look for this section: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _v = _v + ["GCREW"] _u = _u + ["ACE_SoldierB_INS"]  <----change this _d = _d + [Localize "STR_DN_CREW"] _c = _c + [75] _t = _t + [5] _p = _p + [5] _i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["GPILOT"] _u = _u + ["ACE_SoldierB_INS"]  <----change this _d = _d + [Localize "STR_DN_PILOT"] _c = _c + [75] _t = _t + [5] _p = _p + [5] _i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] 5. Replace ["ACE_SoldierB_INS"]  with  ["ACE_SoldierGCrew"] and then 6. Replace  ["ACE_SoldierB_INS"] with ["ACE_SoldierGPilot"] Save RePBO Should have uniformed pilots in helos and uniformed crew in tanks now (all independat forces). Share this post Link to post Share on other sites
Sneaker-78- 0 Posted March 3, 2009 ok, I found out where i can edit the units of the resistance , just in the config files of the barracks ,light factory ,heavy factory. But can i add more units to them ? like a seccond 4x4 ? and will those be seen in the towns ? Share this post Link to post Share on other sites