kuIoodporny 45 Posted December 30, 2008 (edited) 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. 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 June 9, 2009 by zGuba zWarfare 1.2.G Share this post Link to post Share on other sites
*KEEPER* 0 Posted December 30, 2008 Did you put in a SLA bomber? If no then could you? Pretty please Share this post Link to post Share on other sites
kuIoodporny 45 Posted December 30, 2008 (edited) Yes I did I used WinMerge and compared many community made Warfare versions, picked up and improved the features that weren't too complicated. Edited June 9, 2009 by zGuba Share this post Link to post Share on other sites
kuIoodporny 45 Posted January 15, 2009 (edited) An update: 1.2.C. Optimized, fixed and shortened a bit. [dead end - link removed] Edited April 10, 2009 by zGuba Cleanup Share this post Link to post Share on other sites
Doomguy 0 Posted January 15, 2009 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 Share this post Link to post Share on other sites
kuIoodporny 45 Posted January 15, 2009 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? GBU-12: Share this post Link to post Share on other sites
kuIoodporny 45 Posted January 15, 2009 (edited) 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 April 10, 2009 by zGuba Cleanup Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 10, 2009 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! Share this post Link to post Share on other sites
vipermaul 246 Posted April 11, 2009 Bravo zGuba!! Great Work!! Share this post Link to post Share on other sites
Caselius 94 Posted April 11, 2009 Release frontpaged at the Armaholic homepage. zWarfare ArmA 1.15 EricM Hind Pack Extended EventHandlers (included) Share this post Link to post Share on other sites
CEMaestro 10 Posted April 12, 2009 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. Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 15, 2009 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! Share this post Link to post Share on other sites
vengeance1 50 Posted April 15, 2009 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. Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 15, 2009 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! Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 11, 2009 (edited) 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 June 6, 2009 by zGuba Share this post Link to post Share on other sites
vengeance1 50 Posted May 12, 2009 (edited) 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 May 12, 2009 by vengeance1 Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 12, 2009 Not sure but Mission Template Link doesn't seem to work for me? Says 404 HTML error. Thanks, typo fixed :) Share this post Link to post Share on other sites
vengeance1 50 Posted May 13, 2009 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; }; }; Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 13, 2009 I don't know it either ;P Use one of mission files instead and write server config as usual. Share this post Link to post Share on other sites
vengeance1 50 Posted May 14, 2009 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! :( Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 14, 2009 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 :) Share this post Link to post Share on other sites
vengeance1 50 Posted May 14, 2009 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? Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 14, 2009 AFAIK Compact Fix 1.16 should work even with A.C.E., but some features will not be used there. Share this post Link to post Share on other sites
vengeance1 50 Posted May 19, 2009 (edited) 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 May 19, 2009 by vengeance1 Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 19, 2009 (edited) 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 May 19, 2009 by zGuba Share this post Link to post Share on other sites