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Doomguy

Warfare Cooperative (WACO) v1.1.1

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to: Doomguy

this

LINK

this mission Warfare32V11-RBT-00082.Saralite

path: Client\Scripts\

SatCam.sqs

UniCam.sqs

Unicam.sqs let you see what team leader sees. Its would be nice to be able see all team members as well

Also it would be cool to integrate mando_hitch\

and enable all AI to use it

Cheers

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There are more things that need to be added to the UnitCams then that! You'll have to list code in a lot of other places, check out my Sakka Al Jawf Warfare Mission...

I repacked the Missions So there named correctly in one nice .RAR file, I'll make a .ZIP Version too...

http://hosted.filefront.com/computica/

EDIT:

Yo Doomguy I was wondering is it possible to spawn planes already in flight in the air??? I just thought it would be cool to cancel out the Hangar all together...

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Hi all!

WACO has been updated to 1.1.5! Here are the details of the changes. Download links in the top post.

Merry Christmas!

Doomguy out.

- Added communication towers to each town. If a town's comm. tower is destroyed the RACS teams are cut off from their command and will no longer react to camps being captured by the enemy. A player's team will receive a bounty of $500 for destroying a comm. tower (if the town is controlled by RACS). Comm. towers are marked on the map in black. There is no effect of the comm. towers if either BLUFOR or OPFOR controls the town.

- The RACS teams have been extended and tweaked. The airport town (Aeroporto), and large towns, can now have heli's in their defense teams. Large towns can also have special command team consisting of an officer and commando troops. Killing them is lucrative.

- Addon version: Support for field radio's has been added. For now, to be able to equip field radio's and order radiomen one can (optionally) load Solus' SLX_GL3 addon (available from http://hosted.filefront.com/SLXSolus). Players can order from distant factories if they have a field radio, or there is someone within 2 meters that has a radio, in addition to the old options: within friendly camps, depots, airports, or radio vehicles.

- Players can now only purchase gear from a camp if the camp has been re-supplied to 20. In practice this means that a town must be captured and re-supplied before players can purchase gear at that town's camps.

- Ammo crates can now be constructed for $500. They contain a selection of ammo for the side that constructs the crate.

- Implemented funds and supply caps. Funds: $20000, supply: 5000. This change makes it possible to weaken the enemy AI by taking his towns. Previously he would have build up too much funds/supply.

- Tweaked funds/supply bonusses:

Small: +700 supply, +2000 funds, 1x income multiplier

Large: +2300 supply, +6000 funds, 2x income multiplier

Huge: +3000 supply, +10000 funds, 4x income multiplier

- M113, M113 ambulance, and BMP-2 Ambulance moved to heavy factory.

- Build times for buildings increased:

Barracks: 60 s

Light: 120 s

Heavy: 240 s

Aircraft: 300 s

- Addon version: Added Stryker AA from Xtra Vehicles By Karaya1 to West light factory. AI base patrol and defense teams extended with Stryker AA vehicles and SA-6's, and the AA tripods have been removed.

- Addon version: BTR-80 by Red Cottage et. al removed.

- Implemented return to base behavior for AI teams: if a team has less than 50% of its infantry or vehicles, and it is closer to base than its objective, it will return to base to purchase new stuff. If the player has ordered a team to move somewhere, the team will not automatically return to base for reinforcements.

- Implemented team respawn for AI teams. AI squad leaders are respawned as their next-in-line team members until there are none left. Then the AI squad leader respawns at base as usual.

- Improved performance due to scripting optimizations. There are less move commands and thus less path finding.

- Improved formation keeping for AI teams.

- Improved embarking / disembarking behavior for AI teams. Team members should take over driver and gunner roles if needed. AI squad leaders become vehicle commander if possible.

- Interface improvements for the commander:

* Added a funds meter that shows the funds of the selected team in the commander menu.

* The selected team's map icon is shown in yellow and is

enlarged. Vehicles belonging to the selected team also get a yellow icon.

* The units also get an icon indicating their role in a vehicle

(driver, gunner, commander, cargo). Units that are out of formation are marked with *.

- Changed AI team templates to better cope with low money situations.

- Camps owned by the resistance gets the RACS flag instead of no flag.

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Nice list of updates there Doomguy!

Thanks  xmas_o.gif

Now off to edited it to UK/ACE Everon pistols.gif

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I've installed the WACO 1.1.5 addon version on my server.

When I start the mission, the server go back to mission list an show this error message: 'No entry 'bin\config.bin/CfgVehicles.CH_T72'.'

The WACO addon folder (on client an server) looks like this: http://www.miskywhixer.ath.cx/ArmA/WACO_Addons.png

Did I miss something?

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Uh oh, might be that the new version of CH_T72 (released yesterday) uses a different class name for the T72... I'll try it myself and release a patch if needed. In the mean time, you could try with an older version of the CH_T72, which was packaged with CH_M1A1 before.

Doomguy out.

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Thanks for the update. A friend and myself had an epic game yesterday. I have one observation / comment. You have srunk the repair /rearm /refuel radius for the bases. It now seems a little too small.

This small point aside an excellent mod, thank you.

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Thanks for the update.  A friend and myself had an epic game yesterday.  I have one observation / comment.  You have srunk the repair /rearm /refuel radius for the bases.  It now seems a little too small.

This small point aside an excellent mod, thank you.

I'm glad it's working out! And thanks for the report on repair range, I'll look into it.

Doomguy

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I uploaded an updated version: 1.1.5a with the following changes. See the top post for download links.

- Baserange for players was reverted back to 150, and a new range variable is used for players for purchasing (25 meters).

- Changed configuration of vehicles to use the new M1A1's and T72's from CH Addons.

That should fix the problems that were reported earlier.

Yours,

Doomguy xmas_o.gif

Merry Christmas!

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Thanks for the update. Its such a huge "whtf" moment when you cap a camp and a very deadly RACS littlebird takes off nearby to light up your position.

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Thank you for this fast update.

Now the game starts with the new T72 addon but there is one error message left: 'No entry 'bin\config.bin/CfgMagazines.vil_20Rnd_105mmSABOT_M1'.'

And you can not save your weapon setup in factory or camps.

We still had a lot of fun on this map! Thank you!

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Quote[/b] ]

Now the game starts with the new T72 addon but there is one error message left: 'No entry 'bin\config.bin/CfgMagazines.vil_20Rnd_105mmSABOT_M1'.'

This is a problem with an old version of vilas' RACS M1. Get the new version here: http://ofp.gamepark.cz/_hosted/vilas/upd/vil_racsm1.7z.

Quote[/b] ]

And you can not save your weapon setup in factory or camps.

Saving and loading loadouts works fine for me. Could you describe exactly what goes wrong?

Doomguy

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Doomguy do you have a FTP server at hand with unlimited traffic?

If so, you could setup a yoma server for the addon version.

That would make it super easy for people to get the addons

or an update of it. smile_o.gif

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Doomguy this is great !!

A conflict however ! "T" is used to access the menu but "T" is also used to access 6thSense.eu menu. Anyway that the default key can be changed ?

[TAO] Kremator

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A small update:

WACO_v115b_ACE.zip

Changes:

- Medical stuff and rucksacks added to player loadout.

- Preliminary rucksack support. Rucksack contents are kept when player buys loadout. Can't buy rucksack contents directly from gear menu, but you can put stuff in the rucksack in the normal gear menu ('g' key).

- Loadout fixes.

- Ammo boxes filled with ACE stuff.

Knows isues:

- Warfare sounds for town capture, commander vote, etc. cannot be found. No idea why...

- Error messages in Arma.rpt about magazines that cannot be added or removed. Not sure what is the problem - in game things seem to work fine.

- Conflict with 6thSense menu as reported by Kremator. Not sure what that 6thSense menu is being used for.

Doomguy out.

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Thanks for the update.

Just a small sugestion?

Seems as most of south Sahrani is in desert-thought u might of used the ACE desert troops?

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Thought about that... most of the vehicles have NATO camo though.

Doomguy

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Some more fixes and tweaks: WACO_v115c_ACE.zip

WEST could not capture camps, problem now fixed.

Rest is mostly small stuff, like correct config names for the ammo box items, and slight tweak to RACS armored teams.

Doomguy.

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A small update:

WACO_v115b_ACE.zip

Changes:

- Medical stuff and rucksacks added to player loadout.

- Preliminary rucksack support. Rucksack contents are kept when player buys loadout. Can't buy rucksack contents directly from gear menu, but you can put stuff in the rucksack in the normal gear menu ('g' key).

- Loadout fixes.

- Ammo boxes filled with ACE stuff.

Knows isues:

- Warfare sounds for town capture, commander vote, etc. cannot be found. No idea why...

- Error messages in Arma.rpt about magazines that cannot be added or removed. Not sure what is the problem - in game things seem to work fine.

- Conflict with 6thSense menu as reported by Kremator. Not sure what that 6thSense menu is being used for.

Doomguy out.

It seems to happen on dying. Sometimes you can access warfare menu, other times its the 6thsense menu.

Now i realise that the 6thsense menu is from the BattleCentre, and i suppose I could kill the BattleCentre addons - that would sort it.

[TAO] Kremator

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Please update your SPON_Core!

Your version is 0.2.0, current version is 0.5.3.

This is required since in 0.5.1 Spooner added this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Fixed: SPON Core key event handlers incompatible with Shole's Display Event Handlers (If both are used, DEH's key events will always work, while SPON's won't).

Therefore WACO won't override the ACE key handler and the ACE keys like Shift + F still work.

Link to SPON_Core

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