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zWarfare

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zWarfare 1.2.G

This is an improved version of Warfare 1.2 gathered from 1.16 beta patch, distributed as an addon, designed to improve mission performance.

zwarfarenogova.th.jpgzwarfareneveklov.th.jpg

CWR Nogova island version is out!

Release highlights:

- added 32 player CWR Nogova Warfare (requires CWR islands pack)

- added option to disable grass

- AI not engaging enemy base when no player is connected

- Russian Hinds and more equipment avaiable in A.C.E. version

Additional units avaiable:

- M2A2 Bradley ported by modEmMaik

- Mi-24D/V Hind gunship using model by EricM and RKSL instead of funky Ka-50 Hokum

- Su-34 Fullback equipped with KAB-250L

Key features:

- A.C.E. scenario config #1: USMC vs VDV

- self-dependant (only XEH is required to play basic set with new vehicles)

- using default BLUFOR units instead of forcing BIS USMC

- added AI choppers starting in the air

- added correct crews for armored and aerial units

- added option to repair, refuel and rearm vehicles in corresponding factories

- added option to rearm nearby team members via Barracks menu

- improved AI skill values and experience system, higher initial skills for sniper and commando units

- improved AI team descriptions

- improved death cam effect

- improved gears

- changed pricing balance

- changed light factory offer: Strykers moved there

- changed city depot offer: added motorcycles, trucks and reinforcements

- default team for vehicle crews: green

- default team for troops: yellow

- localized display names for new units and weapons

- mission date based on build time

- proportional endgame statistic bars

Community made features:

- Battlefield 2 / A.C.E. style armament for assault helicopters

- SmurfC OFP M2A2 Bradley IFV ported by modEmMaik

- AI gunship teams

- Mando Hitching v1.5 with little modifications

- Mi-24 automatically makes use of A.C.E. missile guidance

Thank You guys!

Improvements to Warfare 1.2:

- improved vehicle rearming

- some wasteful 'waitUntil' loops replaced with less resource consuming 'whiles & sleeps'

Warfare 1.2 features:

- motorcycles in Light Factory

- auto-unstucking AI supply trucks and salvagers

Addon requires ArmA 1.14 and Extended EventHandlers.

Download from The Workshop - 28.8 MB

Edited by zGuba
zWarfare 1.2.G

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Yes I did smile_o.gif

I used WinMerge and compared many community made Warfare versions, picked up and improved the features that weren't too complicated.

Edited by zGuba

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An update: 1.2.C. Optimized, fixed and shortened a bit.

[dead end - link removed]

Edited by zGuba
Cleanup

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Hi zGuba,

Some really nice features in this mission, keep up the good work!

I'm wondering how you added the SU-34 with laser guided bombs. Is that done via a config entry, i.e., would you need an addon to be loaded for that, or did you somehow add it using mission-only resources.

Cheers,

Doomguy

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Currently it's done via BuyUnit scripts, so Su34 gets bombs in the place of rockets.

However I think it's obsolete. NonWonderDog's specification of Ch-29L missiles makes AT Su-34 even better at the point of laser guided strikes... but hey, it still could be improved!

I've just found a picture of KAB-250L. Looks quite similar to GBU-12, doesn't it?

kab250l.jpg

kab250l.jpg

GBU-12:

533_GBU12S.jpg

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zWarfare 1.2.D - 208 KB

Changes:

- Su-34 with KAB-250L bombs (currently using BIS GBU-12 model)

- localized display names of new vehicles and weapons.

Edited by zGuba
Cleanup

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Announcing update 1.2.E:

- Battlefield 2 / A.C.E. style armament for assault helicopters: use spacebar to control gunner's weapons

- integrated SmurfC OFP M2A2 Bradley IFV ported by modEmMaik instead of useless M113

- armour crews are cheaper to buy in tank factories than in barracks

- pilots are cheaper to buy in aircraft factories than in barracks

- player can repair, rearm and refuel his team's vehicles in corresponding factories: cars in light, aircrafts in hangar etc.

- player can rearm and heal members of his team in barracks: $25 * unit wounds per unit healing, $50 per unit rearm

- improved service pricing: based on vehicle type (light, heavy, helicopter, aircraft) and status (damage, fuel)

Scroll up to download the updated addon!

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I've been having some weird difficulty with the friendly AI: Every time I begin a game, all of the friendly AI units bunch up in the middle of the base and refuse to move. They'll still respond to orders, such as changing their unit type, but no matter how I try to get them to leave the base (i.e., ordering them to capture towns, patrol an area, or just an explicit 'move' command), they'll never leave.

The problem seems to extend to the enemy AI as well, whether they are US or Russian / SLA. Once you've located the enemy base, all their units are bunched up the same as the friendly units. I have not noticed any problems with the RACS / resistance units.

If anyone has any tips to resolve this issue, and take advantage of this great map :) I would greatly appreciate it.

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OMG, I thought it's related to my PC... gotta check it! It could be too low AI update times or basically syntax error (I hate SQS scripts)

AFAIK vehicle units does not have this error, they are doing their tasks.

Thanks for confirmation!

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I have noticed that if you leave the Dedi Server and come back the Dead AI don't all get deleted. They are laying around the base bunched up alive and dead.

Great mod, like the changes.

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Actually I'm testing engine updates. My current firewall/network driver crashes ArmA while trying to connect locally spawned dedi server - that slows my work down.

TY for valuable info!

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zWarfare 1.2.F - probably the last addon update.

Release highlights:

- standalone - thanks to modEmMaik, EricM and RKSL Studios!

- Mi-24D and Mi-24V avaiable in Mission Editor

- Hind automatically makes use of A.C.E. Missile Guidance

- A.C.E. scenario - USMC vs VDV

[link removed]

Sorry for still no ACEIP/Sara support, got another tasks ;)

Edited by zGuba

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Thanks zGuba, can't wait to give it a try tonight.

Not sure but Mission Template Link doesn't seem to work for me? Says 404 HTML error.

Edited by vengeance1

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Not sure but Mission Template Link doesn't seem to work for me? Says 404 HTML error.

Thanks, typo fixed :)

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zGuba, being that you keep the Warfare mission in your PBO how do I enter the path for the Template on the Server so it starts with your mission?

class Missions

{

class Mission0

{

template=????????????????;

param1=1;

param2=2;

cadetMode=1;

};

};

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Ah, good idea I will pack the Mission file and try that.

Dedi Server:

I am finding that the Non-ACE version runs better than any I have tried, the AI actually do something, current Warfare has been running for 48 hours on one session. However ACE version had errors after awhile, AI stopped moving, Helo when purchased and M1A2 would appear then disappear taking your money! :(

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I have disabled grass and done little optimisations. A.C.E. scenario is still under development as I cannot use my own dedicated server, however it's not only the mission to blame here :)

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Understood (ACE Version), I have tested on my Dedi Server most all of the ACE Warfare Mods out there and have not found 1 that does not eventually lockup AI, show same Vehicle issue, drive FPS to 1 or Crash ARMA and the Server Report file is filled with errors.

Question: Do you think Compact Fix would work with your Non-Warfare version?

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AFAIK Compact Fix 1.16 should work even with A.C.E., but some features will not be used there.

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zGuba, not to ask a dumb question but what do you mean by STANDALONE?

ALSO you said you were having issues with your Dedi Server here is my Dedi Server if it helps a shortened Display(after all Updating) of the ArmaServer.rpt file these errors just continue to repeat. (hope this helps, runing nothing but zWarefare and ACE).

Warning: no idc entry inside class RscDisplayStart/controls/Progress2

Server error: Player without identity Vengeance (id 744586352)

Client: Nonnetwork object 6ab9400.

String (0) ace_sys_network_opc - Player Connected: Vengeance, UID: 1, IDX: 0 not found

Server: Object 3:2 not found (message UpdateDamageObject)

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

GUER 1-1-C:1: Getting out while IsMoveOutInProgress

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

ca\voice\dan\rearmat.wss: sSize 0

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

GUER 1-1-L:2 (Insurgent, Basic): Unknown action Eject, target GUER 1-1-L:2

ca\voice\dan\rearmat.wss: sSize 0

Error: selection end missing in memory LOD of model ca\cti_buildings\cti_factory_heavy_east.p3d

Cannot create non-ai vehicle ACE_BMP2D,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

WestSlot8: Getting out while IsMoveOutInProgress

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

Cannot create non-ai vehicle ACE_M1A1,

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

Path not found in house 1765b718# 11119: hotel_riviera2.p3d from 15 to 22.

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot create non-ai vehicle ACE_SoldierG_IEDMED,

Cannot search path - no algorithm

Cannot search path - no algorithm

Edited by vengeance1

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It does not need any external addons (except of XEH and zWarfare of course).

@update:

It seems that I'm not up to date with these classes ;) thanks!

Edited by zGuba

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