Jump to content
Sign in to follow this  
Qwertt

WAR-3-Front

Recommended Posts

Version 1.04 at present is not ready.

The airport capture on southern front will allow to cause avia support. When you do a call, it goes all at whom there is an access to aircraft. If who has not accepted a call that through certain time boats which will arrive will destroy all that will find.

Thanks, but the point I don't get is "accepting the call". How does one accept the call? I press 0-0-9, get a cyrillic hint message, then it says I didn't accept the call. Does this mean someone else has to do something? Do I 0-0-9 then click the map? 0-0-9 again? mapclick on my desired target area? Someone get in an A10 somewhere? someone standing at the airport to do something? What does it mean accept the call?

Action of the hospital attendant can be used only in relation to other player or a bot. It is impossible to treat itself.

OK, makes sense now

The full briefing will be only to version 1.1.

OK, I can make one if you like and send it to you

Share this post


Link to post
Share on other sites

I would really love the ability to have AI squads playing when other players are not available in MP. I am in korea and there are few players here.

Also I would like to play with the ranks but I am very new to script editing. I wanted to make it so that the AI range of recruited guys changed with your rank so you get .04-1 at low ranks and closer to .09-1 at the highest ranks.

Will there be a way to purchase/assign other squads (not my guys) to defend a captured area or restock them if they die?

LOVE this mission if I get good enough I will use it as a basis for a mod of mine.

-Z

Share this post


Link to post
Share on other sites

any chance of getting shell flight time for artillery? Either a count down, a display of flight time we can use to count down ourselves, or the "shot over" and "splash" dialogs from the arty module?

Share this post


Link to post
Share on other sites

here is a video of a strange fire effect I experienced, twice now on two different occasions, both with zombie hosting this WAR-3-Front and I joined in progress.

curisously, both times I witnessed this my rank was starting from scratch, but last night we played, my rank was remembered, and I saw no fire effect.

I don't know if this is related...

rrH_K0mP5rs

Share this post


Link to post
Share on other sites

Thanks, we saw this problem, we will try to clean but I think that it not in our forces.

We have reduced quantity of cities in version 1.04.

Have made the menu for a set of recruits. Now it is possible to take the recruit with the necessary arms.

Share this post


Link to post
Share on other sites

We have reduced quantity of cities in version 1.04.

Aww...it's not the cities that bother me...it's the !@#@#@$%$#$%$#$$# jets!

Have made the menu for a set of recruits. Now it is possible to take the recruit with the necessary arms.

YAYYYY!!! Always wanted this option....

What about HALO? I have a working squad "click on the map" HALO demo if you like, as well as an arty timer? Plus, here is a briefing I did for you, needs some polish though:

/*
 *	Mikey's Briefing Template v0.02
 *   change the name to briefing.sqf to use in your mission...added by {USI}_Zombie/{USI} Studios
 *
 *	Notes: 
 *		- Use the tsk prefix for any tasks you add. This way you know what the varname is for by just looking at it, and 
 *			aids you in preventing using duplicate variable names.
 *
 *
 *		Required briefing commands:		
 *		- Create Note:			player createDiaryRecord ["Diary", ["*The Note Title*", "*The Note Message*"]]; 
 *		- Create Task:			tskExample = player createSimpleTask ["*The Task Title*"];
 *		- Set Task Description:	tskExample setSimpleTaskDescription ["*Task Message*", "*Task Title*", "*Task HUD Title*"];
 *
 *		Optional briefing commands:
 * 		- Set Task Destination:	tskExample setSimpleTaskDestination (getMarkerPos "mkrObj1");  // use an existing marker!
 *		- Set the Current Task:	player setCurrentTask tskExample;
 *		
 *		Formatting:
 *		- To add a newline: 		<br/>
 *		- To add a marker link:	<marker name='mkrObj1'>Attack this area!!!</marker>
 *		- To add an image: 		<img image='somePic.jpg'/> 
 *		   - custom width/height:	<img image='somePic.jpg' width='200' height='200'/>
 *		
 *		Commands to use in-game:
 *		- Set Task State:		tskExample setTaskState "SUCCEEDED";   // states: "SUCCEEDED"  "FAILED"  "CANCELED" "CREATED"
 *		- Get Task State:		taskState tskExample;
 *		- Get Task Description:	taskDescription tskExample;   // returns the *task title* as a string
 *		- Show Task Hint:		[tskExample] call mk_fTaskHint;  // make sure tskExample and the mk_fTaskHint function exist
 *							
 *
 *	Authors: Jinef & mikey
 */

// since we're working with the player object here, make sure it exists
waitUntil { !isNull player }; // all hip now ;-)
waitUntil { player == player };



switch (side player) do 
{

case WEST: // BLUFOR briefing goes here
{
	player createDiaryRecord["Diary", ["Ranks", "<br/>Private - 0 points (the unarmed technics, civil cars)<br/>Private first class - 10 points<br/>Corporal - 30 points (armoured vehicles will open)<br/>Sergeant - 60 points (ability to recruit squadmates)<br/>Second Lieutenant - 100 points<br/>First Lieutenant - 150 points ability to use artillery<br/>Captain - 200 points (AV-8B2 and AV-8B will open)<br/>Major - 300 points<br/>Lieutenant Colonel - 400 points<br/>Colonel - 500 points (F-35 will open)<br/>"]];
	player createDiaryRecord["Diary", ["Rank Benefits", "<br/>With each rank you gain access to different weapons and vehicles<br/>As your rank changes your uniform also changes so your rank will be apparant to others<br/>the type of recruits you get also changes with your rank"]];
	player createDiaryRecord["Diary", ["Enemy forces", "<br/>There are enemy squads and armor defending each city.<br/>there are also enemy aircraft and divisions of scouts patrolling the area<br/>The city will be captured when there are less than 5 enemies present.<br/>Any surviving enemies will retreat to the next city on this front."]];
	player createDiaryRecord["Diary", ["Fronts", "<br/>There are 3 axis of attacks.  You can take them simultaneously or separately. Northern front, the central front and the southern front.<br/>On all directions you will encounter persistent resistance of the opponent.<br/>After a city is captured on one of fronts the following city on this front is activated.<br/>Each city can consist of two or even three zones which need to be cleared.<br/>It is important to move in the directions where there are airports,<br/>When you capture an airport you get aircraft and aircraft service points."]];
	player createDiaryRecord["Diary", ["After Capture","<br/>Once you capture a city a medical tent will be created.<br/>You can teleport back to the main base from the med tent or from the main to the med tent.<br/>You can also be healed there and also vehicles will spawn for you to use"]];
	player createDiaryRecord["Diary", ["Vehicles","<br/>Vehicles will be available at the main base<br/>When a vehicle is destroyed it will be marked on the map<br/>The following vehicles will need to be repaired in order to be reused TUSK, M1A1, Avenger, AAV, MTVR Rep, MTVR Refuel, MTVR ammo,HMMWV Ambulance.<br/>To repair these vehicles, drive near them with a repair truck and select the repair action.  They will be repawned,refueled, repaired and rearmed."]];
	player createDiaryRecord["Diary", ["Air Transport","<br/>You can airlift wheeled vehicles with the MH-60<br/>Hover near it and select the option to attach it."]];
	player createDiaryRecord["Diary", ["Weapons","<br/>There is an ammocrate at the main base.  The weapons available are based on your rank.<br/>You may also call for a weapon crate in the field by typing 0-0-4.  Pay attention, a box will be parachuted in your vicinity."]];
	player createDiaryRecord["Diary", ["Artillery","<br/>Once you attain the rank of Lieutenant you will be able to use the artillery.<br/>Go to the arty posistion in the base and select artillery.<br/>Enter the GPS coordinates for the target.  Example  the target is at 033110.  You would enter longetude 03300 and widthtude 11000 then select fire.<br/>You can also fine adjust the fire by changing the last 2 zeros to a number."]];
	player createDiaryRecord["Diary", ["Credits","<br/>We express huge gratitude to commands "Patriot", "Arma-Tushino" and "Berkut" for the help in carrying out Testings. And as many thanks "Bohemia Interactive" for creation "Arma 2" also we wish good luck in the subsequent Works.  Map created by Slon and Qwert"]];
	player createDiaryRecord["Diary", ["Air Support", "<br/>An undocumented feature at this time.<br/>Once you have sufficient rank type 0-0-9 and then I don't know what to do to make it work."]];

};


case EAST: // REDFOR briefing goes here
{

};


case RESISTANCE: // RESISTANCE/INDEPENDENT briefing goes here
{

};


case CIVILIAN: // CIVILIAN briefing goes here
{

};
};



// run this file again when respawning (only setup the killed EH once though)
if ( isNil {player getVariable "mk_briefingEH"} ) then 
{
player addEventHandler ["killed", 
{ 
	[] spawn {
		waitUntil { alive player }; // waitUntil player has respawned
		execVM "briefing.sqf"; 		// make sure this path is correct
	};	
}];
player setVariable ["mk_briefingEH", true];
};

Share this post


Link to post
Share on other sites

currently playing and the arty won't fire? We enter the coordinates and press fire and nothing happens?

Share this post


Link to post
Share on other sites

currently playing and the arty won't fire? We enter the coordinates and press fire and nothing happens?

Are you adding 00 to the end of the grid zones?? It does take a few seconds for arty to fire. They have to adjust guns to your coordinates.

Share this post


Link to post
Share on other sites

lol, i fired the arty a lot, musta been 20 times!. then it stopped firing...

I drove an ammo truck up to the arty.... it didnt fire.

a jet came by and destroyed the arty...after it respawned, it didnt fire.

we drove an abrams up to it and destroyed the arty...after it respawned, it didnt fire.

I gave up trying to make it fire, then zombie tried it after a while and it worked again... weird.

Share this post


Link to post
Share on other sites

Qwertt, please add some Medic (Corpsman) slots - it is nice to be able to heal yourself if you are playing the misison alone!

Any idea yet when 1.04 will be ready?:p Will it inlcude revive?

Share this post


Link to post
Share on other sites

Revive as an option probably, but I do not promise that in this version.

The medic we will add.

Share this post


Link to post
Share on other sites

We finished this mission after about 3 weeks of work. We had a great time, but it wouldn't end?! We destroyed all we could find. I then found this:

Found a west vehicle with several dead east around it and also a civilian doctor and priest at the comcenter near the final airport

Is a successful end to the mission somehow tied to that? Anxiously looking forward to the updated version.

Share this post


Link to post
Share on other sites

The Colonel rank allows use of every vehicle, but it also limits your gear space by removing 6 usable slots. Is this a mistake or by design? This limits the unit to carrying only a pistol and a single tube of Stinger or Javelin. I think this limitation is more appropriate for lower ranks, not the most advanced one.

Are the South front and the Central front 'teleport' locations supposed to change to NULL status for the final attack on the NE Airfield?

see spoiler...

This occurred to us. We had to make our attack from the air, which, given the rapid respawn time, proved to be quite difficult. Our million dollar aircraft became little more than 'high speed taxis' as we tried to get as close as possible to the final objective before getting shot down.

Also, why do so many enemy aircraft spawn after the NE Airfield zone is captured? I saw at least 8 Hind choppers spawn within seconds of each other after airfield zone was captured. I suggest changing it so the aircraft can no longer spawn after the NE Airfield zone is captured. It makes no sense for the enemy to have so much air support with the airfield in US hands .

Share this post


Link to post
Share on other sites

I don't think the rank removes the slots, it seems that you randomly respawn in different roles, (sniper, soldier, crewman etc) - and some of these of course have fewer slots (medic and possibly crewman?).

It does however need fixing IMO - you should be able to choose a role and keep it for the whole game.

Share this post


Link to post
Share on other sites

oh, i didn't realise the roles were meant to be rank-related. They definitely need fixing then.

Thanks for correcting me so graciously :rolleyes:

Share this post


Link to post
Share on other sites

I think the concept is so everyone can recognize your rank by your uniform, and the easiest way to change someones uniform is to change their class.

Perhaps Qwertt can pick a different class for the Colonel rank.....

Share this post


Link to post
Share on other sites

Major problem: sometimes when vehicles are repaired they respawn with no fuel. And the fuel trucks aren't working....

*COUGH* New version please *COUGH*.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×