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Quantum_Peep

Editing ColdOden Warfare

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Hello all,

For days now I have looked at the unpbo'ed files of different warfare missons form several sources. Having looked at Oden's warfare, I feel that this version would be basically suit me best for playing Warfare as Single player.

Howver, there are changes I'd like to do.

1. No fast time

2. Change the speed of dynamic weather change

3. This is the most important one to me: How do I integrate addon units, such as the F-16 and the CH M1 tank mod into the warfare mission, ie. make them buyable/playable?

Can anyone tell me how to do this or point me in the right direction, assuming it doesn't take too much effort?

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Hi Quantum_Peep.

I really like your choice of warfare :p

Fast Time:

Two ways to do this, either comment out the call in .\server\init\Init_server.sqf (far down you have [] execVM "fnFastTime.sqf") or just simply go into fastTime.sqf in root folder and change <while { !gameOver };> to <while { false };>

I noticed in my current mission creation that this fast time using "setDate" actually gives stutter each time it updates (15 seconds) so this will probably be removed in the next update.

Dynamic Weather:

In root folder you'll find "updateWeather.sqs" which is run by server and updates weather every 240 seconds, edit this to whatever suits you.

Also, you have "fnSetWeather.sqf" which is executed upon publicVariable that actually sets the weather on clients (and server) with a 60 seconds overturn - in case this is the time you're interested in changing.

New units is the "easy part" and are all controlled by the config files in .\Common\Config\ folder. Just copy one of the other slots looking like this:

(example Config_Airport.sqf)

_u = _u +["AV8B"]; // classname

_c = _c +[7500]; // cost

_m = _m +[1]; // no. of crew/pilots

_t = _t +[45]; // time to build (yes, very annoying)

_p = _p +[45]; // somekinda points, dunno actually

and edit in the classname of that F-16

(you might wanna add it to the "pWestCAS", "pWestCAP", "pUSMCCAS" and "pUSMCCAP" arrays too - this is where from you get airsupport in a random fashion)

(the Abrams goes into config_heavyFactory.sqf)

These config edits will only allow you as player to buy these new assets, to make AI use the nice stuff you need to edit Config_Teams.sqf too - and by then you'll know how to edit this.

/theOden

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The needed info from the man himself! Much appreciated.

One more question: So if I have the addons activated via the known method, ie. addon folders, adding the class name will be enough?

Thank you, Oden and keep up the great work! :)

Edited by Quantum_Peep

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Finally had time to try and mkae changes to your warfare mission. Unfortunately, I can't get the addons to work. Just having them activated via ARMA launcher for example, is obviously not enough.

I can see in in the configs that you have something like this added:

if("Oden" in pOdenWestFactions) then

{

// SWE

_u = _u + ["oden_m90UH1Y"];

_c = _c + [3000];

_m = _m + [2];

_t = _t + [35];

_p = _p + [20];

Seems to me, you've either added a new faction or something in that order to get your Swedish addons to work?!

So I guess, I somehow have to make the script look at my @Ch, @F16, etc addon folders, so that these actually become available in the factories, ie. I can't just add an addon unit to the "USMC", because that faction does not contain the required data, just the default unit.

Please realize I am a total noob at this...obviously :p

Edited by Quantum_Peep

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Hi again.

Ye, that is my swedish infantry addon but that part of code isn't used in Cold Warfare (the code base is unified so I don't get too much hassle keeping all versions updated).

What you need to edit are the "slots" inside <if("USMC" in pOdenWestFactions) then> sections.

(remember to update mission.sqm and it's <addOns[]> array)

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Well, I am getting nowhere fast...grrr...

This is what I did in the config for hvy factory

under:

if("USMC" in pOdenWestFactions) then

{

at end of list:

_u = _u + ["CH_M1A1HC_NATO"]; <---- Class name

_c = _c + [400];

_m = _m + [4];

_t = _t + [40];

_p = _p + [35];

and in the mission.sqm:

version=11;

class Mission

{

addOns[]=

{

at end of list

"CH_M1Abrams" <-- Mod name, (according to mission editor. I added the M1A1 HC in the mission editor with probability of presence = 0, as described and adviced in a thread for Arma 1 warfare editing, to avoid error messages about downloadable contents)

in:

};

addOnsAuto[]=

{

"cacharacters2",

"warfare2",

"CH_M1Abrams",

"CAWheeled",

"CAWheeled2_Kamaz",

"cawater2_destroyer",

"cawater2_fregata",

"cawater2_fishing_boat",

"chernarus"

What am I missing here?????????

Edited by Quantum_Peep

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Sorry QP, my miss :)

You need to extend the faction array in mission.sqm too (pOdenWestFactions)

I got a little curious so I had a look at it and adding the units was pretty straight forward but getting AI to use it got me trying different approaches but works now.

Use this as template and apply your other edits (fasttime is disabled in this but you had wishes to edit the interval for weather update too)

http://odenhouse.servegame.com/ColdOdenQPWarfare.zip

I still have "You cannot bla bla downloadable addons" warning on the F-16 mod but this happens to most addons nowadays I guess (same crap with my @Oden addon).

Life sure as hell aint getting easier making addons for BIS products..

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Wow! Thank you Oden, much appreciated!

I will check it out tonight. I've played your warfare mode a couple of times already and now with the addon mods it'll be almost perfect. I say almost, because BIS dropped the ball on warfare, but you fixed what you could. The rest would be up to them.

I opened a thread about playing your warfare in single player mode. The battlefield is incredibly dynamic and alive. The AI handles your version very well. Had some great experiences with it so far.

I've seen alot of requests for SP warfare on the net and Oden Warfare delivers IMHO!

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Well, it all works fine now. :yay: Haven't played the new "QP" version :) much yet, except to test. Still messing around with the files.

I have 2 more questions.

1. In the config_Missions.sqf it lists different mission types. Can I, as human commander, actually assign misisions, such as capture or patrol to the AI teams and if so, how?

2. In the config_Squads.sqf, I see that you have made up different types of squads, "Light Mechanized" for example. In-game, it also mentions something about assigning roles to the Ai. Is there then a way to assign the AI different roles, like AI squad 2 should take on the role as tank platoon, 3 should be pure Infantry squad, etc., ie. can I influence the composition of an AI team?

To my knowledge, none of the above is possible in warfare, though some of the CrCTI warfare versions allow you as the commander to assign different missions and roles to the AI.

Edited by Quantum_Peep

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I've got a big problem now. Once the Russians have captured a town, I cannot recapture it. Capturing the strongpoints will work, but the depot will not change flag and on the map, the depot icon turns black. And the Russians are still happily fast traveling units into the town.

I have to say, I was becoming quite pleased with the whole warfare business, but all those bugs are starting to piss me off. You did a great job with it, but BiS better fix it. I certainly won't buyOperation Arrowhead, if they don't fix most of the bugs in this game.

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Could be a 1.03 issue.

This warfare was written during 1.02 and thing is, all scripts are inside warfare2.pbo and as a warfare modder you extract the scripts of interest leaving you fairly vulnerable when "next" patch arrives.

I'll have a look at this when I'm done with co65 Platoon (think that mission could fit your gameplay too as I see we enjoy the same situations in the game, it's named coop but have full AI scripting so you can play solo LAN as a rifleman and just follow the squad as the mission evolves).

/soloLANoden

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In my frustration I had forgotten about the fact you made this with 1.02. Could be a 1.03 issue I suppose. I am still teed off though, because with the modified version you gave me I have played warfare quite intensly and come across alot of annoying bugs, which are not related to your mods, but are known issues and these are just excaberated, when playing warfare.

I suppose it's my own fault for wanting to go warfare, when there are other possibilities, but hey, BiS offered and I got hooked, so if you are going to offer and I pay for something that's broken, you better fix it imho.

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