eggbeast 3685 Posted November 10, 2009 (edited) all of the missions work except for Defence and Extermination - they are WIP. Try out the Rendition and Enhanced Ambush missions that I scripted - they are pretty tough - it's a good idea for one of your team to be the officer and he can make a RECON RESPAWN near the site of the side-mission. Combat air patrol is nigh on impossible unless you go up with four wingmen ... :coop: beware if you climb the ladder onto the frigate (or land a heli on it) at the island - you become glued to the deck... pic of the nuke - dropped when i was flying a harrier - the graphics are shot cos of the flash that had just blinded me Edited November 10, 2009 by eggbeast Share this post Link to post Share on other sites
larsiano 12 Posted November 10, 2009 What version do i need to download to test the Enhanced Ambush missions and the Nuke :) Share this post Link to post Share on other sites
eggbeast 3685 Posted November 11, 2009 (edited) http://91.192.210.5/gits/Arma/ download v11 zip file still working on bugs - see here http://forums.bistudio.com/showthread.php?p=1459727#post1459727 Edited November 11, 2009 by eggbeast Share this post Link to post Share on other sites
eggbeast 3685 Posted November 11, 2009 Can the T menu be improved to drop single members of an AI squad (like A1)? Very useful if one falls behind or goes wacko I shall look at the arma 1 code and see if i can port it in Share this post Link to post Share on other sites
eggbeast 3685 Posted November 14, 2009 a little addition i made today: in mainthreadc, in bis_evo_repair: if(_type == "A10") then { _weapons = weapons _vec; if(not ("Mk82BombLauncher_6" in _weapons)) then {_vec addweapon "Mk82BombLauncher_6"}; _vec removeMagazine "6Rnd_Mk82"; _vec addMagazine "6Rnd_Mk82"; _vec removeMagazine "1350Rnd_30mmAP_A10"; _vec removeMagazine "1350Rnd_30mmAP_A10"; _vec addMagazine "1350Rnd_30mmAP_A10"; _vec addMagazine "1350Rnd_30mmAP_A10"; _vec removeMagazine "2Rnd_Maverick_A10"; _vec removeMagazine "2Rnd_Maverick_A10"; _vec addMagazine "2Rnd_Maverick_A10"; _vec addMagazine "2Rnd_Maverick_A10"; if(("FFARLauncher_14" in _weapons)) then {_vec removeweapon "FFARLauncher_14"}; _vec removeMagazine "14Rnd_FFAR"; if(not ("FFARLauncher" in _weapons)) then {_vec addweapon "FFARLauncher"}; _vec removeMagazine "38Rnd_FFAR"; _vec removeMagazine "38Rnd_FFAR"; _vec addMagazine "38Rnd_FFAR"; _vec addMagazine "38Rnd_FFAR"; }; if(_type == "F35B") then { _weapons = weapons _vec; if(not ("SidewinderLaucher_AH1Z" in _weapons)) then {_vec addweapon "SidewinderLaucher_AH1Z"}; _vec removeMagazine "2Rnd_Sidewinder_AH1Z"; _vec removeMagazine "2Rnd_Sidewinder_AH1Z"; _vec removeMagazine "2Rnd_Sidewinder_AH1Z"; _vec addMagazine "2Rnd_Sidewinder_AH1Z"; _vec addMagazine "2Rnd_Sidewinder_AH1Z"; _vec addMagazine "2Rnd_Sidewinder_AH1Z"; _vec removeMagazine "300Rnd_25mm_GAU12"; _vec removeMagazine "300Rnd_25mm_GAU12"; _vec removeMagazine "300Rnd_25mm_GAU12"; _vec addMagazine "300Rnd_25mm_GAU12"; _vec addMagazine "300Rnd_25mm_GAU12"; _vec addMagazine "300Rnd_25mm_GAU12"; }; if(_type == "AV8B") then { _weapons = weapons _vec; if(not ("MaverickLauncher" in _weapons)) then {_vec addweapon "MaverickLauncher"}; _vec removeMagazine "2Rnd_Maverick_A10"; _vec removeMagazine "2Rnd_Maverick_A10"; _vec removeMagazine "2Rnd_Maverick_A10"; _vec addMagazine "2Rnd_Maverick_A10"; _vec addMagazine "2Rnd_Maverick_A10"; _vec addMagazine "2Rnd_Maverick_A10"; _vec removeMagazine "2Rnd_Sidewinder_AH1Z"; _vec removeMagazine "2Rnd_Sidewinder_AH1Z"; _vec addMagazine "2Rnd_Sidewinder_AH1Z"; _vec addMagazine "2Rnd_Sidewinder_AH1Z"; if(not ("57mmLauncher_128" in _weapons)) then {_vec addweapon "57mmLauncher_128"}; _vec removeMagazine "128Rnd_57mm"; _vec addMagazine "128Rnd_57mm"; }; if(_type == "AV8B2") then { _weapons = weapons _vec; if(not ("HellfireLauncher" in _weapons)) then {_vec addweapon "HellfireLauncher"}; _vec removeMagazine "8Rnd_Hellfire"; _vec removeMagazine "8Rnd_Hellfire"; _vec addMagazine "8Rnd_Hellfire"; _vec addMagazine "8Rnd_Hellfire"; _vec removeMagazine "14Rnd_FFAR"; _vec removeMagazine "14Rnd_FFAR"; _vec addMagazine "14Rnd_FFAR"; _vec addMagazine "14Rnd_FFAR"; }; which basically uparms all the planes so the ycan actually serve a proper purpose now. My version of evo has 5 enemy planes already in the air and when you call an air patrol mission it adds another 5. this code means 2 of you in F35's have 16 sidewinders and 1800 rounds of cannon between you.... go for it Share this post Link to post Share on other sites
larsiano 12 Posted November 15, 2009 Awesome! This was just what Evo BLue needed to be even more superb...... I played some side missions today but it seemd by the time you arrive with an AH-1 Corba for defence the AI offer very little resistance. you might be the wrong person to ask this but would it be posible to add the RKSL flare mod to this mission.....flying is just not the same without out it? Share this post Link to post Share on other sites
eggbeast 3685 Posted November 15, 2009 did you get the DEFENCE mission to work? it's broken atm - and WIP for me Share this post Link to post Share on other sites
Goodboys 10 Posted November 21, 2009 (edited) I have a version of EVO_3.7 using the UAV system from Karmichael and some fresh code work/help from tcp. Let me know what you think. Slightly updated version http://www.filefront.com/14977527/EVO-UAV-Missions.rar/ Edited November 24, 2009 by Goodboys Share this post Link to post Share on other sites
eggbeast 3685 Posted November 21, 2009 nice one - i'll check it out here - I added loads of weaponry to the MV22 and the AC130 too now - makes them a whole heap of fun. all scripted in - no mods required working on a random assault by spetznaz (air/ land or boat, depending on location of ambulance MHQ) against the respawn point or airfield (also random) Share this post Link to post Share on other sites
eggbeast 3685 Posted November 23, 2009 to razor or anyone else with a knowledge of evo's peculiarities etc: in sinit.sqf (serverside events initialise script) there are three lines of code governing reinforcements: _events = [] execVM "data\scripts\reinforce.sqf"; _handle = [] execVM "data\scripts\reinforce.sqf"; _inc = [] execVM "data\scripts\reinforce.sqf"; as far as I can see it doesn't matter that they are called _inc, _events or _handle, they all repeat the exact same function, se we get 3x the reinforcements - and all hell breaks loose. so I'm thinking we can apply as many of these as we like depending on required difficulty... or even randomise the number of times its called... QUESTION: do the extended events handler scripts distinguish between _events= and _handle= and _inc= ? I'm thinking not, but checking Share this post Link to post Share on other sites
eggbeast 3685 Posted November 27, 2009 http://www.ofpec.com/forum/index.php?topic=34394.msg236730#new full plane script is here Share this post Link to post Share on other sites
Spartan 163 0 Posted November 27, 2009 Cool job with the rearming script eggbeast. I used the vehicle rearming point by General_Carver (link: http://www.armaholic.com/page.php?id=7158 ) to make multiple rearming points for the aircraft and have set it up so you can go from Air to Air load outs to Air to ground load outs by chosing a diferent pad. It does not matter if you are in the LGB harrier or the AV8b or an A10 or F35. It will rearm them with the right load out depending on the mission you want. I now have a problem with the mission markers not showing up to tell you what town to attack. If any of you guys have the time can you look it over to see what I missed or messed up? Thanks in advance. Share this post Link to post Share on other sites
eggbeast 3685 Posted November 27, 2009 (edited) wow nice. I guess I could modify that to add the weapons like I am. For now though I'll keep the scripted function as it is - bigger fish to fry. I've had problems with the markers before - happy to look for the prob. gimme a link or server to get the mission pbo I'm really keen to fix the crappy squad join function which seems to show only the last guy who joined to all the current players, meaning last man in has to be team leader.... anyone overcome this? before i go digging deeper in the scripts v13 of our evolution is here http://91.192.210.5/gits/Arma/ Edited November 27, 2009 by eggbeast Share this post Link to post Share on other sites
Spartan 163 0 Posted November 27, 2009 Sweet! Thanks eggbeast. I will send you a pm with a download link. It is a combo of like 4 dif EVO missions put together and I have 90% of it working fine. Thanks again. Share this post Link to post Share on other sites
eggbeast 3685 Posted November 27, 2009 - missile camera works for all airborne missiles and bombs now - GITS evo v13 - uses wepcam/ miscam in actions and lines added to evo_vecinit in scripts easy really Share this post Link to post Share on other sites
eggbeast 3685 Posted November 28, 2009 hey proto - having looked at your mission i'd say you've bitten off more than you can chew there! you've added loads of scripts like towing/ revive/ rearm/ etc but the original evo core you based it on (e.g. mine and razors) have got loads of unsorted bugs in it too. e.g. in sinit you're running 3x reinforce scripts and the makepara script, which should be disabled, plus all the other bugs i'm working on here http://forums.bistudio.com/showthread.php?t=88124 so good luck, but i wouldn't be doing it the way you are - i'd be lookingto fix the core bugs first, but then i s'pose that's what i'm doing so you trialing the extra bells and whistles is useful for us all! anyway, I tried to fix your mission but couldn't. I'd say this: root/init.sqs BIS_EVO_pweapons = ["M16A4_ACG_GL","Colt1911","Laserdesignator","NVGoggles"]; // The players default load out this is then called in data/scripts/spawn.sqf removeAllWeapons _player; {player addmagazine _x} forEach BIS_EVO_pallammo; {player addweapon _x} forEach BIS_EVO_pweapons; player selectweapon (primaryWeapon player); only it doesn't work in your version, implying something is interfering with the player initialisation rather than the actual objective marking code. NOTE - the weapon loadout is a flag - if this works then the line below [] call BIS_EVO_AssignTasks; which calls the black circle in at mobj1 marker etc would likely work too init calls the first circle function: if (isServer and not (local player)) exitWith {}; // Large marker seen over occupied cities BIS_EVO_MainObjective = createMarkerLocal ["MainObj", getMarkerPos "mobj1"]; BIS_EVO_MainObjective setMarkerColorLocal "ColorBlack"; BIS_EVO_MainObjective setMarkerShapeLocal "ELLIPSE"; BIS_EVO_MainObjective setMarkerSizeLocal [500, 500]; then EVO_MissionManager.sqf manages which town it is over and BIS_EVO_Erec in evo_erec.sqf populates the current town there are a couple of possibilities: try increasing the array size for the mec and inf figures as you still have only 8 items despite increasing the size of your town list to 11 (as per my fixes) Share this post Link to post Share on other sites
Spartan 163 0 Posted November 29, 2009 Dude thanks for looking at it. I figured I messed with something in it but a second set of eyes always helps. I am great at cut and past and bit of scripting but still not as good as I wished I was. Still this is great practice. Share this post Link to post Share on other sites
eggbeast 3685 Posted November 29, 2009 (edited) done some more fixes - T menu/ terrain grid option and fixed the error dialog that pops up when you first open T menu. Full rnage of missile cameras working for helis and planes now too, and the squad list function is fixed - it missed some key classes of players when updating the squad list meaning you couldn't always see your mates to join them - spoke too soon - you still have to join the last guy in as he cant see the others in the list bah http://forums.bistudio.com/showthread.php?p=1500528#post1500528 Edited November 30, 2009 by eggbeast Share this post Link to post Share on other sites
eggbeast 3685 Posted November 30, 2009 if anyone has any scripting tips - see here - I'm asking forhelp with a random spetnaz counter-assault on blufor... the infantry just wont spawn http://www.ofpec.com/forum/index.php?topic=34389.0 Share this post Link to post Share on other sites
kabong 1 Posted December 3, 2009 is it just me or is the T menu completely broken now (GITS 1.14)? Share this post Link to post Share on other sites
Spartan 163 0 Posted December 3, 2009 Eggbeast thanks for the tips. I went easy with the changes and it is comming out great. Once it is done I'll send you a link to try it. I know you wanted the spetnaz thing but I went with the combat modual for some "extra" fun. So far so good. I will get some feed back once the guys finish testing it and let you know. Share this post Link to post Share on other sites
eggbeast 3685 Posted December 4, 2009 is it just me or is the T menu completely broken now (GITS 1.14)? It shouldn't be... it breaks after HALO. still working on that - I'veput in the fixes, which once worked, but now they fail again after HALO. The next version is due up this weekend - with fixed mando hitch hud and toggle on/off from his 1.15, and working grass level slider bar (which doesn't work in most versions - it defaults OFF when you open the T menu.) Share this post Link to post Share on other sites
Spartan 163 0 Posted December 5, 2009 I got HALO kinda working. It works fine for me but not for others. Gonna put it up on a dedicated to see what happens. I'll pass it to you if it works. Share this post Link to post Share on other sites
eggbeast 3685 Posted December 8, 2009 aawesome - i got the C130 with downlooking camera working in evo - try this: v15 http://91.192.210.5/gits/Arma/ Share this post Link to post Share on other sites
Spartan 163 0 Posted December 10, 2009 Good stuff eggbeast. Each time you fix something I learn a bit more. I will P/M you the HALO stuff. Like I said it kinda works and it don't. (sometimes get stuck in chute if you land on a hill). Share this post Link to post Share on other sites