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zWarfare

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Hi Guba. I'm playing around with the ACE version on non-dedi server (just me on server) and can't seem to capture bases or towns. Sometimes capture bar appears and doesn't move, sometimes doesn't appear at all. I've checked for enemy in vicinity.

Note Im relying on ACE's XEH as it seems to be up to date (1.08)...

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I have found the same thing, unfortunately on the Dedi Server I can not keep it (ACE Version) running eventually it will lockup AI Teams and Server will crash. It is not just zWarefare it is ACE too. Most of the ACE versions seem to have this issue although I didn't know it was local MP as well.

That said zGuba's Non-ACE version is solid, runs great AI teams respond excellently when AI is Commander.

Edited by vengeance1

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Thanks, Vengeance, I'll try searching the ACE thread again.

Keep up the good work, Guba.

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Hi guba.

i noticed that MI24 is bugged. i can't manual switch fire. neither use gun or missile so....

i tested with and without RKSL(+FIX) AND ERIC HIND. it seem it's not a conflict. simply buggeD. anyone confirme that ?

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Hi guba.

i noticed that MI24 is bugged. i can't manual switch fire. neither use gun or missile so....

i tested with and without RKSL(+FIX) AND ERIC HIND. it seem it's not a conflict. simply buggeD. anyone confirme that ?

It's intended - just the same as with all A.C.E. helicopters, pilot has direct control over FFARs only.

To switch gunner's weapons hold spacebar and press your weapon switch key ([F] by default). In manual fire mode you can't fire YakB though. There's an alternate "Fire" key that You can assign in control options, which will make it possible to fire missiles with it, but AFAIK you won't be able to guide the missile - it's better to get an AI or player gunner who can shoot and guide the missiles as well using the optics, especially in combination with A.C.E. missile guidance addon.

zWarfare is standalone (with exception of XEH), so "my" Hinds are using separate models and configs independently from original EricM/RKSL beta addon. However A.C.E. Hinds are improved a bit when compared to zWarfare's especially in terms of weaponry.

And, huh, EricM/RKSL Hinds don't have very much in common with RHS ones, except of the fact they're adding Mi-24 to the game ;)

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Thanks :)

hmmm... check Dolores bridges, if there's no solution for it then I guess there's mapmakers' bug.

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zWarfare 1.2.G

Release highlights:

- mission converted for CWR Nogova island

- grass is now optional

- fixed some bugs

- more vehicles and weapons in A.C.E. scenarios

- template mission files integrated into archive

zwarfarenogova.th.jpgzwarfareneveklov.th.jpg

Download from RapidShare - 28.8 MB

Edited by zGuba
zWarfare 1.2.G

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Hello zGuba and thanks for your mission.

I've been fiddling with Warfare for quite some time and also used your version as a base. However, as some others here, it seems there's a bug with the ACE version, 32 players.

I can't capture camps or towns ! So the main goal of the mission is quite useless...

Does this version solve the problem ?

Thanks !

Malick

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I've no idea what could cause that, however I had no problems playing ACE+Nogova on listen server.

Try disabling grass, maybe it's performance related issue.

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Not bad Guba I'm having fun. I would like to see alot more of the ACE weapons integrated into the pooling system though and maybe a few more vehicles, but I can do with what there is, but the weapons are a must.

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Suggestions are welcome!

I'm not using every A.C.E. weapon or vehicle for a reason: I wanted players to use their faction's equipment - USMC is not Bundeswehra, Russian soldiers don't have such wide choice of weapons, and army warehouse is not a rifle shop. If You posses knowledge about what weapons/vehicles used by regular USMC/VDV/SpetsNaz units and present in A.C.E. are not listed in the scenario - please share it here, as I'm not an expert in these terms.

In future I'm gonna extend zWarfare with more scenarios and create separate version for ARMA2 based on Warfare 2.

BTW I have revised feature list, as it wasn't complete.

Edited by zGuba

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ok cool, looking forward to what you come up with in ArmA 2.

I did notice a problem with the M40A3, it has the wrong ammo assigned to it. I would go in a fix it on my end, but I have no idea how your mod is set up for these things. Most Warfare mods (at least ones that I mess with) are MPMissions.

:edit:

Heh never mind I just couldn't resist. Found the issue located in:

C:\Program Files\Atari\ArmA\@ACE_2\Addons\ZGB_Warfare\MPMissions\zWarfare_32_ACE.SaraLite\Common\Config\Config_Loadouts.sqs

In there the ammo is assighned to the M40A3 as "ACE_5Rnd_25x59_HEDP_Barrett", instead of "ACE_5Rnd_762x51_SB".

:edit2:

Hu... Well this is weird, I get an error message on startup that says Size: 'requiredAddons/' not an array... I only changed the ammo... Guess thats not the correct ammo to use for the M40 or something.

Edited by CrazyAce

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Hey, I have read through and have not seen any mention of these directly in this thread, so here goes.

When I play the vanilla version of Warfare (1.0) I can get the artillery to fire beautifully. However, in zWarfare, I can get the men to load into the gunner's spot and fire the mission in the correct direction with raised guns, but the shells do not land anywhere near the target zone. I don't even see the splash downs. I do know for a fact that the cannons can fire the ammo since the AI calls out ammo low after numerous rounds (and I have personally gotten in to fire the rounds myself to make sure they hit a hillside near the base, and they do). I have tested with 1, few, and many (up to 19 guns) fired at once. I have placed them on flat ground and on hillsides. I have also tried it in the normal ARMA and ACE Mod version of ARMA. Currently I am running the ARMA 1.16b and ACE 1.09 Am I doning something wrong to get the artillery to fire correctly?

Also, have the messages and bounties been disabled? I don't get money for killing enemy troops or vehicles. I only get money for salvage and per/min cash flow.

I have experienced both of these problems by myself on LAN and with a firend (who also experiences it) via online. Do I have a version or file problem?

Please help and thanks

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Hey, I have read through and have not seen any mention of these directly in this thread, so here goes.

When I play the vanilla version of Warfare (1.0) I can get the artillery to fire beautifully. However, in zWarfare, I can get the men to load into the gunner's spot and fire the mission in the correct direction with raised guns, but the shells do not land anywhere near the target zone. I don't even see the splash downs. I do know for a fact that the cannons can fire the ammo since the AI calls out ammo low after numerous rounds (and I have personally gotten in to fire the rounds myself to make sure they hit a hillside near the base, and they do). I have tested with 1, few, and many (up to 19 guns) fired at once. I have placed them on flat ground and on hillsides. I have also tried it in the normal ARMA and ACE Mod version of ARMA. Currently I am running the ARMA 1.16b and ACE 1.09 Am I doning something wrong to get the artillery to fire correctly?

Also, have the messages and bounties been disabled? I don't get money for killing enemy troops or vehicles. I only get money for salvage and per/min cash flow.

I have experienced both of these problems by myself on LAN and with a firend (who also experiences it) via online. Do I have a version or file problem?

Please help and thanks

I'll probably change artillery barrage script to Evil Echo's in final release, so this error shouldn't occur anymore. Just give me time to carry improvements out.

Thank You CrazyAce for Your support! Config related issues are first in line to be corrected.

I'm planning to add A.C.E. static weapons to config.

BTW. Do You have any particular feature requests, like certain UI improvements?

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Uhh nothing to major, I would like to have the ACE_M249Para_M145, I think this is the SAW with the aimdot. Uhh a very important feature that would probably be asking to much is more commander buildings, like a minefeild... Some other commander build options that I can't think of.

zWarfare_32_ACE.SaraLite

Another thing that I'm noticing is after I purchase a weapon with ammo and go back into the buy menu that the ammo and sometimes the weapon are gone and if the player buys an AT and goes back into the buy menu it also disappears.

Sometimes when in game I get this error message:

Error: creating magazine ACE_IEDMED with scope=private

I guess it referring to the IED RACK troops. I also can't mount my weapons to anything, like a humve hood, top of sandbag walls, ect...

Thats about all I can think of at the moment, if I find anything along the way I'll drop a line.

:edit:

Found another annoying lil bugger, when starting on OpFor side, I got 2 error messages, unfortunately I'm unable to screen cap the first message, but the second message is really annoying. Every 5 seconds this error message pops up in the upper left hand corner of the screen, covering the fire mode:

_positionSlot = _slots |#|Select _count'
Error Zero divisor

Probably has something to do with the amount of troops on start up or something.

Parasio is abandon, I got all straped up thinking I'll be fighting tanks and such, not 1 soul in the entire city.

This is why I love zWarfare, the AI knows what to do.

Untitled_9.jpg

Edited by CrazyAce

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Problem with some ACE features not working in Warfare is connected to displayEventHandler. I have replaced this with automated S/ACE displayEH usage.

On the other hand, the problem with capturing towns is a mystery. First bug I solved was connected to base classes (should remain SoldierWB, SoldierEB, SoldierGB). While Server_UpdateTown and Server_UpdateCamp scripts seem to be okay, they refuse to work correctly with ACE units.

Also I have replaced IED insurgents with PG-7VL equipped grenadiers, expect next release as soon as the Warfare vs. ACE incompatibilities get fixed.

Edited by zGuba

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Also I have replaced IED insurgents with PG-7VL equipped grenadiers, expect next release as soon as the Warfare vs. ACE incompatibilities get fixed.

Right on, I'm glad that IED gets replaced, that error message pop would sometimes lag me out of the game. I will miss them as they are sneaky lil butt heads. When I was driving a tank this one time one of them would sneak behind me and lay down a satchel charge, then run off... Sort of like the good ol BF2 days, except I still haven't seen them set one off yet.

Looking forward to the ACE EH fix, should make the game even funner.

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Okay, most problems that were affecting A.C.E. & Warfare combination are solved. Cities and camps are beign captured with my latest build, now I'm experimenting with some new features:

- bounty queue

- resistance recapturing camps (it's still random though)

- more variants of vehicles and some extra weapons for A.C.E.

BTW while testing the mission I have witnessed "battle of Modrava" - Whiskey Cobra & 2 Bradleys struggling to survive against insurgents in an enormous count. It looked like every male citizen was fighting for freedom, and they were fighting effectively! I'll upload mission updates as soon as I get planned features to work.

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Sounds promising, looking forward to it.

zWarfare 1.2.G

Oh I almost forgot to mention that the M1A1 does not spawn when bought empty, I don't know if it still doesn't spawn when bought full, I only had enough funds for that. I haven't had a chance yet to see if any of the helicopters or planes are having the same none spawn after being bought issue also.

:edit:

Oh and the m107 has the M109 ammo so when buying that weapon it doesn't come with any ammo, luckily some of the 5ton trucks has ammo for it. the weired thing is that the AI has the ammo , so thats good news.

I have one concern about the enemy spawning out of no were within a few meters of the player, like I was in Parasio and the whole town was quite then all of a sudden the enemy just started spawning all around me.

Edited by CrazyAce

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Do you have an ETA on the new build? I'm getting anchious to try it out :bounce3:

Edited by CrazyAce

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No official ETA ATM, I'm fighting against "undocumented features" like loopy camp capturing by resistance, ACE GL grenades not beign indexed properly etc. which keep me busy.

One more vanilla bug fixed is doubled Warfare environment created on listen servers, which was caused by executing InitMission twice. It's not 100% bugproof yet, but at least you'll be able to respawn in the camp.

I expect bugs to be solved before Thursday.

Edited by zGuba

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Hi zGuba

I'm playing your Warfare 1.2g which me and my 8 year old son play on a daily basis after locating in on armaholic, thanks for pm'ing me and pointing me to it. It's my son who's addicted to it, anyway i'm getting this error pop up.

Taken from the RPT:

Error in expression <rType = _soldierType};

_leader = _team CreateUnit [_leaderType,_position,[],0.5>

Error position: <CreateUnit [_leaderType,_position,[],0.5>

Error Type Any, expected String

I know not many people seem to play warfare on ArmA or it just seems that way, but we do. It's very quiet on the Warfare section of the forum. Sorry for waking it up. I hope you're not going to push ArmA1 to the sideline. I have ArmA2 but i don't play it that much atm, waiting for it to mature a little.

Anyway, thanks for all your work zGuba, and remember don't forget your ArmA1 fans. My son would be very upset. ;-)

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Hi zGuba

I'm playing your Warfare 1.2g which me and my 8 year old son play on a daily basis after locating in on armaholic, thanks for pm'ing me and pointing me to it. It's my son who's addicted to it, anyway i'm getting this error pop up.

Taken from the RPT:

Error in expression <rType = _soldierType};

_leader = _team CreateUnit [_leaderType,_position,[],0.5>

Error position: <CreateUnit [_leaderType,_position,[],0.5>

Error Type Any, expected String

I know not many people seem to play warfare on ArmA or it just seems that way, but we do. It's very quiet on the Warfare section of the forum. Sorry for waking it up. I hope you're not going to push ArmA1 to the sideline. I have ArmA2 but i don't play it that much atm, waiting for it to mature a little.

Anyway, thanks for all your work zGuba, and remember don't forget your ArmA1 fans. My son would be very upset. ;-)

:yay: it's still shocking news to me ;)

I wait for official A1 patch (1.17?), then I will release final pack of goodies I have collected over 18 months of modding this game. Until then - I'm not sure about anything.

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