eggbeast 3684 Posted May 10, 2010 T menu options are based on score so shouldbe reasonably controllable extra plane weapon loadouts and class-based infantry static weapons are now default ON but can be toggled OFF in parameters (last option in the list) hope this helps about to upload an update... Share this post Link to post Share on other sites
toxim 0 Posted May 10, 2010 Yeah i was aware of the On/Off but i was hoping for more options for it Great job anyway, GITS Evo kicks ass! Share this post Link to post Share on other sites
eggbeast 3684 Posted May 10, 2010 cheers. you should try duala afro - its awesome Share this post Link to post Share on other sites
eggbeast 3684 Posted May 13, 2010 Updates posted today: http://91.192.210.5/gits/Arma/GITSEvoMissionpack.zip All 10 updated GITS Evolution missions with briefing, mod list for modded versions and some small config mods to improve gameplay Chernarus: Standard Red Red Reloaded modded Duala: Standard Modded Afrenian Modded Panthera: Standard Modded Sahrani: Standard Brit Modded A few little bugs to fix but generally it's working great Share this post Link to post Share on other sites
eggbeast 3684 Posted May 16, 2010 v27 of evolution now updated with additional server control parameters: Respawn/ Teleport now all one one parameter: title = "Mobile HQ & respawns"; values[] = {0,1,2}; texts[] = {"Disabled", "MHQs Enabled", "MHQs, Farps & Docks"}; default = 1; Pilot access to aircraft set as one ofthree options: title = "Pilots Access Aircraft"; values[] = {0,1,2}; texts[] = {"Disabled", "Enabled", "Enabled at 150 points"}; default = 1; Artillery cost is now based on a new parameter: title = "Area Artillery Cost"; values[] = {1,2,3,4,5,6,7,8,9,10,1000}; texts[] = {"5", "10", "15", "20", "25", "30", "35", "40", "45", "50", "Disabled"}; default = 6; This last parameter is used as a multiplier in working outthe cost of area effect support munitions. precision strike x 2 large area fire x 5 mines x 2 small arty x 4 cluster bomb x 6 large arty x 8 chem strike x 20 nuke x 40 so, for example Low If you set the parameter at 5 (array returns 1), then the costs are precision strike 2 large area fire 5 mines 2 small arty 4 cluster bomb 6 large arty 8 chem strike 20 nuke 40 High If you set it at 50 (returns 10), then the costs will be: precision strike 20 large area fire 50 mines 20 small arty 40 cluster bomb 60 large arty 80 chem strike 200 nuke 400 at default 30 (array returns 6) - the costs will be precision strike 6 x 2=12 large area fire 6 x 5=30 mines 6 x 2=12 small arty 6 x 4=24 cluster bomb 6 x 6=36 large arty 6 x 8=48 chem strike 6 x 20 = 120 nuke 6 x 40 = 240 If you set it disabled then the cost of precision strike is 2000, so basically no arty will be available. all the other support options remain at the original costs, and are not affected by this paramater. These menu options have only been added to evo cherno v27 unmodded for now - to help public servers tone down the nutters (you know who you are william). Share this post Link to post Share on other sites
mokum 10 Posted May 16, 2010 Hello eggbeast all ok I see you have already make som change about gits (tanks to william) and i see olso tox1m on here so you have already help about it. Hope you visit more the puplic server (-=XTRA=- nomod) to see how gits be play Only 1 thing (a question from the admin) if you can make or change somting about the dead bodys that not remove,it gifs the server alot off lag on the end (most the last 4 towns) ps if its already answer on the forum did not read the hole forum section yet. And you runs olso gits and will visit it to see how it play at your side ( think you have no players like william on there) if so can you send a IP and if needed a password so som member can play whit you. If i forget somting i let you fast now and place it on the forum greeted mokum :) Share this post Link to post Share on other sites
eggbeast 3684 Posted May 16, 2010 (edited) hi mate was great to see it playing with so many players on your server the other day, and to finish the mission too! there is a script that removes extra "weaponholders" near to the ammobox, which removes the old player bodies. not sure why there were so many on your server the other day. i'll look into how it works ok? to find our server, filter for GITS in the server name IP: 91.192.208.44:2300 my xfire is eggbeast you're welcome on our teamsepak to chat anytime Edited May 16, 2010 by eggbeast Share this post Link to post Share on other sites
eggbeast 3684 Posted May 21, 2010 IMPROVED Adapted VFarber's Ladder script to enable precise placing of static weapons, ladders, foxholes, bunkers and camo nets. When new one is created, old one is deleted. All static weapons now cost 2 points to deploy. Officer bunkers now do not cause harm when deployed. IMPROVED You can now set the artillery cost multiplier in Parameters Menu IMPROVED You can now set the pilot access to aircraft to DISABLED (meaning he has to rank up like every other player), ENABLED (meaning he can access the planes from Private rank)or ENABLED if Pilot has 150 points. IMPROVED Unless all vehicles are unlocked, the AC130 is accessible only at colonel All missions updated Share this post Link to post Share on other sites
mokum 10 Posted May 21, 2010 POINTS: Is it poseble that the good players that provided the good work whit bring the MHQ and the repair truck som points. If a puplic server s full you see most a smal group that spent the time at MHQ and truck and after the call, MHQ s ready, everbody use it, s nice but before it s in his place you have olso a group thats already attack the next town (s good thats the game for). Have no info how to make scripts and stuff but in gameplay som ideas how make ita bit honest, is it poseble and will it be a nice idea,,, the driving hours in MHQ and truck after som time you get som points for it. Share this post Link to post Share on other sites
eggbeast 3684 Posted May 21, 2010 yeah good idea - this is in place for people piloting players into combat but not for mhq - will take a look at how to do it Share this post Link to post Share on other sites
mokum 10 Posted May 22, 2010 Shuffle way A at class sodat can use static wapons like m119, tow tripod and som athor stuff. If i will place the m119 its not always quik way to put him down you see first the athor wapons but more like shuffle way 3 time tow and 1 time m119 and 6 times the spg-9 and 1 time tow than 2 time metis and 3 times the m119 and so go it on. If a player use the mouse scroll we see a littel list on the left on your screen is a good idea that u see the hole list olos all static wapons to choose whits 1 i will use, can be that the list will be to big but think in gameplay that it be better to play whit the static wapons. And the athor class soldat that can put static wapons down like aa class the same way. And your idea about deploy static wapons it coast points, that the havy wapons coast more points than the litte wapons (the diffrents about a m119 or a sgp-9 that the m119 gif more damage then the sgp) Hope i dont gif you alot off homework :D Share this post Link to post Share on other sites
tophe 69 Posted May 22, 2010 Hey guys! Seems a lot has happened over the last few months, since I did some editing to EVO. Can't wait to take it for a spin. Is there any overview of what has been changed and added? Share this post Link to post Share on other sites
eggbeast 3684 Posted May 23, 2010 (edited) Mokum - I made it random for some of the static weapons. they each have benefits and costs, like the SPG can shoot downhill but the M119 cannot have negative elevation from horizontal (which sucks), so if you're up high, perversely, the M119 is unusable. Tophe - here is my changelog, think it's in the readme and this and the briefing and modlist for the modded missions are in the zip file with all 9 missions here: http://91.192.210.5/gits/Arma/GITSEvoMissionpack.zip Upgrade of Classic Arma 1 mission: Evolution by Kiljoyhttp://91.192.210.5/gits/Arma/GITSEvoMissionpack.zip Updates implemented Features Class functions: * Officer class can spawn/de-spawn an armoured humvee as a mobile recon spawn point - great for side missions. He can also carry an M252 mortar. * Sniper can spawn ladder to access rooftops and Camo Nets * AA can spawn Stinger Pod, AA gun or Kord * AT can spawn TOW Pod, M119 or SPG9 * Grenadier can spawn Mk19 * Machinegunner can spawn MG nest, Kord or M2 static MG * Pilot can access any aircraft at Private rank, and spawn a Refuel Depot * Medic = mash and heal * Engineer = FARP - changed basic team members to spec ops - looks nicer and have more ammo slots Base * Ambulance MHQ at airbase for town attack * Modified base (no flagpoles) has following respawn options - MHQ ambulance, respawn recon HQ (officer hummer), halo, SW Dock, Island, 3 FARPS and respawn airfield (so you dont have to motorbike there all the time) * Built new base at island with Frigate and boats, AA and heli * Fully functional aircraft carrier with boats, AA and planes and apaches * Full working rifle range * Samples of captured enemy armour and air units to familiarise yourself with enemy capabilities * Added respawning AA defences and MASH's to base * Culled units to essentials Air Units - All helicopters can winch and FIXED mando hitch HUD toggle etc - Added AH64 x 2 types - Uparmed all planes significantly - be sure to let them service when you get in them! e.g. * F35 has 3 clips of cannon and 8 sidewinders for combat air patrol (against up to 20 air units at a time) * 1st harrier has 8 Hellfires, 6 Mk80 bombs, 2 x 14 FFAR's and 4 sidewinders for anti armour interdiction * 2nd harrier has 4 Mavericks, 6 GBU's, 192 S8 FFAR's, and 2 sidewinders for Close Air Support against infantry and softer targets * A10 has 2 clips of cannon, 6 Mk82 bombs, 4 GBU's, 6 Mavericks, 2 clips of 38 FFAR's and 2 sidewinders * MV22 has 300xGAU12, 4 FAB32 heli-bombs, 8 hellfires * C130-J has 24 Vikhrs, 12 sidewinders, 192 S8 FFAR's, 3x750 clips of 30mm Gsh cannon, 20 GBU's, 12 FAB32 heli-bombs for primary battlefield overwatch *Trial version of AC130 has same as C130J but with additional gunner seat with side-facing 105mm howitzer, 20mm cannon and 7.62mm minigun * AH64D has 1200rnds cannon, 8 hellfires, 38 FFAR's and additionally 4 sidewinders for anti armour role * AH64D_Sidewinders has 1200rnds cannon, 8 sidewinders, and additionally 3x38 FFAR's and 4 FAB32 heli-bombs for CAS/AA combined role (battlefield overwatch) Enemy Units * Increased range of enemy vehicle types significantly including BRDM2, BRDM-ATGM, BMP2, ZSU-Shilka, ZU23 truck, Motorbike, offroad, SPG UAZ, UAZ-MG, T72, Grad, etc * Statics improved - removed Metis launcher as he never fires, added ZU23, MG nests * Enemy air traffic - PAIRS of su25, su34, mi24v, mi24P, mi8 with 4 gunners, ka52 (with FIXED gunner) - all attack you - FIXED spawns * Added 24 enemy spetznaz units that counterattack the airfield or MHQ in 2 trucks and 2 random APC's T menu - New Support options including * All units can build a randomised Foxhole for cover * Commander can build a large command bunker as his foxhole * ammo crate * marker smoke * Minefield * inflatable boat * smokescreen *Illuminate area (flares) * precision strike * scout bike * Large Area Fire * MG station * small artillery * mortar station * build fortification * cluster bomb * armoured boat * AA battery * large artillery * artillery cannon * chemical strike (no fx yet) * HALO extraction * ICBM (FIXED effects) Recruitment options: - Up to 8 AI recruits in UNLOCKED, or 7 in RANKED. - AI Pilots can fly any aircraft Class choices: * Private - Rifleman, Medic * Corporal - Pilot, Light AT * Sergeant - MG, Grenadier * Lieutenant - AA, Sniper * Captain - Medium AT, Automatic Rifleman * Major - SF Saboteur * Colonel - Heavy AT Side-Missions - New missions in remote corners of the map (castles, odd towns, radio stations, lumberyard, islands, etc): * Rendition - take on 4 vehicles (including hinds) and 25 troops then capture an enemy officer and return him to base (a variation of csar) * Extermination - kill all members of a civilian cult before a WMD explodes - in a very short time. * Ambush Troop Convoy * Rescue Agent Rescue - partisans and insurgents holding a female agent captive near the coast - you have to exfil her to the carrier * Assassinate General - from rooftop of International Hotel using elevator script General - Civ vehicles and civs - Changed rotation of cities so vehicles make more sense now and mission flows round map Fixes FIXED full ammo crate and added full russian ammo crate FIXED one of the towers (Krasnostav) spawns in the main friendly airbase FIXED If you're the leader and you die during a sub-mission, the mission is failed FIXED vehicles don't respawn as broken after they are destroyed e.g. problem with sinits/ evo_VecRM/ evo_VecR FIXED (Thanks to Razor) - environment effects and startup mission menu (some options not working yet) IMPROVED build and dismantle special weapons - take out reliance on ammo truck FIXED reinforcements - razor's heli and truck ones (cool) stop working after a few cities FIXED remove excess vehicles from the main base and add more to the FARP's FIXED reintroduce missile camera - missile camera works for all airborne missiles and bombs now FIXED Add Mi8, KA52, AH64, AH1Z and Mi24 classes to mando_hitch FIXED ~T menu generating error: "No entry in description.ext Rscmapcontrol/task.iconcreated" by editing the Rscbasic_defines.hpp file to add in the values from dta/bin.pbo config.bin FIXED T menu bug that made the terraingrid default to 0 when ever you opened and closed the menu (removing the grass) - I made a slider for it instead so it doesn't take the value from the main window cursor location. Also added the 5 grass terraingrid options instead of 3. FIXED the spawn/flightpath error that makes enemy planes congregate in the SE corner of the map FIXED - the array in reinforcements only had 10 cities markers and missed the eponia ones (name of city in arma 1). Added them into the array in correct place, so now cities 9, 10 and 11 get reinforcements from the right place. FIXED Tasklist at disconnect is still the old city list FIXED Defence mission now functions in 5 locations of Chernarus FIXED Extermination missions now function in 20 locations of Chernarus - with working WMD = nuke goes off if you fail at Major rank! FIXED Assassinate General mission now has 3 target vehicles and waypoints at International Hotel etc IMPROVED Enemy air units now spawn in 1's, 2's and 3's at intervals based on the difficulty parameter set at init. IMPROVED Enemy spetsnaz assault now spawns at intervals based on the difficulty parameter set at init. FIXED radio messages and rewards on city/ officer capture/ tower destruction FIXED Scoring for individual player achievements is no longer applied to whole squad (e.g. cost of support, kill score from artillery etc). Support Cost reinstated. FIXED Group score reward for all players in same group as player destroying radio tower/ capturing officer/ completing side-mission FIXED used stringtable to localise languages in side missions and support options FIXED Added a convenient City name array in the init, so you can set them there once only. This means you can easily modify city locations and also port it to new maps. FIXED automatic removal of all support elements after 30 minutes (e.g. fortification, mortar, MG nest, boat, etc) IMPROVED added new music at start-up - "I wanna Be Your Dog" by the Stooges (a homage to Vietcong the first classic co-op game like this) IMPROVED Water Patrol now spawns near to Aircraft Carrier FIXED In map screen the mission now has a Briefing explaining the options and tasks etc FIXED Chernarus FARP Alpha location - no longer falling over edge of steep hill IMPROVED relocated all russian hardware to southern airbase (pending addition of mission to secure this resource) FIXED Briefing/Debriefing functions (seems to multiply for some reason) FIXED Blue markers for damaged vehicles FIXED Enable toggling of ranked or unlocked ammo crates/ vehicles FIXED Briefing/Debriefing functions FIXED You can now disable MHQ, ReconHQ, other teleports, play with vehicles ranked and unranked and weapon crates ranked and unranked, IMPROVED added a function that allows you to set the rank multiplier for each rank up to colonel (so it can be 60 points or various degrees up to 1200 points), if you don't play unlocked ADDED Support Option to create a 25m square minefield containing 20 mines - with minefield marker added to map. IMPROVED Vehicle access with rank more staggered, so now you get new air/land options for each rank IMPROVED Added ability for Pilots to enter all aircraft at Private rank ADDED Enabling up to 8 AI helpers, either on a ranked or unlocked basis. Unlocked means you can call in all 8 from mission start. Ranked means you get 1 with each rank. Locked means no AI's can be called. ADDED Teamkiller punishment - Enabled causes anyone with less than -5 points to be jailed for 60 seconds. This means that you can crach one helicopter but no more without generating some positive scores! Disabled - it does nothing to negatoive scorers. FIXED Removed the buggy tomahawk IMPROVED reduced the overkill air units and spetsnaz assaults IMPROVED the unit counts in cities as they were too few in recent releases FIXED HALO no longer breaks the T menu IMPROVED Transfer to LHD Carrier is now part of enable MHQ teleport (default ON) and Farp/Docks teleporting is now default OFF FIXED Red cross hatch marking circles now appear around cities with active AA vehicles. Increased units to 2x tunguska and 2x shilka. IMPROVED Removed shilkas from default enemy mech units and reinforcements. Removed empty ambulance also FIXED enabled capture of POW's for 3 points each - enemy officers though do not surrender so beware! IMPROVED Intro song "African tribal chant" for Duala map IMPROVED set default start time to 7am on Duala and Panthera to account for later sunrise on these maps IMPROVED AI recruitment menu and options IMPROVED added TOGGLE PERKS to paramaters screen at server start - you can now enable/ disable special class weapons like Mk19, MG nest, Stinger pod. This feature also enables/ disables extra aircraft weapon loadouts FIXED Commanders - Remove Recon HQ no longer spams your HUD IMPROVED reduced spawn update delays IMPROVED new improved ladder spawning for snipers and marksmen - using VictorFarbau's ingenious ladder tool. you can now place a long or short ladder exactly where you want it and spin / raise/ lower it to access roofs easily. IMPROVED Adapted VFarber's Ladder script to enable precise placing of static weapons, ladders, foxholes, bunkers and camo nets. When new one is created, old one is deleted. All static weapons now cost 2 points to deploy. Officer bunkers now do not cause harm when deployed. IMPROVED You can now set the artillery cost multiplier in Parameters Menu IMPROVED You can now set the pilot access to aircraft to DISABLED (meaning he has to rank up like every other player), ENABLED (meaning he can access the planes from Private rank)or ENABLED if Pilot has 150 points. IMPROVED Unless all vehicles are unlocked, the AC130 is accessible only at colonel Tasklist update: 1. How to manage dying during a side-mission 2. Squad joining list is still malfunctioning such that many new players have to be team leader - need to fundamentally rethink the update playerlist scripting - edited core.sqf BIS_EVO_Listupdate to add in engineer, spotter etc to soldier list so now it includes all possible public players in the array 3. Reinforcements fail at a certain city - need to work out which one and why it happens (e.g. reinforcement algorithm inputs) (krasno ok) 4. Minor - AC130 with sidearm cannon does not respawn - set to 300 points to pilot 5. Enable Revive (based on Razors) 6. Interactive Briefing map/markers 7. chemical strike effects (and making nuke ones server-side) 8. Make Sahrani Red Reloaded 9. "Displayvendor does not support serialisation" error in T menu Mission list: DUALA GITSEvolutionDualav6.isladuala.pbo GITSEvolutionDuala_modv5.isladuala.pbo (modded) GITSEvolutionDuala_Afro_v2.isladuala.pbo (modded) CHERNARUS GITSEvolutionV27.Chernarus.pbo GITSEvolutionRedV4.Chernarus.pbo GITSEvolutionReloadedV2.Chernarus.pbo (modded) SAHRANI GITSEvolutionSahraniv5.Sara.pbo GITSEvolutionSahrani_britv4.Sara.pbo (modded) PANTHERA GITSEvolutionPanthera_v3.Panthera2.pbo GITSEvolutionPanthera_modv5.Panthera2.pbo (modded) you have 5 unmodded versions and 5 modded versions. For links to islands and mods, see modlist doc in the zip file Mission briefing pdf in the zip file some tips: TIP 1 - maintaining a rifle as primary when you spawn, go to the crate, select gear WHILE STANDING - DO NOT CROUCH OR GO PRONE when accessing GEAR menu - this will cause WEAPON SAVE to FAIL. empty off enough ammo slots for your rockets take you SMAW or whatever you fancy and it will have as many ammo as you made room for next take your rifle DO NOT EVER put your current rifle in the crate before selecting your new one as this will make your PISTOL A PRIMARY WEAPON and screw your weapon save And NEVER go on the crate with a pistol or rocket in your hand, as these will become your PRIMARY WEAPON SAVE If this happens, take a rifle etc then come off the crate, equip your rifle and choose gear on the other crate to make the weapon save refresh with your rifle in PRIMARY. Next take your postol and your grenades etc simple. stick to this logic and you won't have a problem. TIP 2 - dealing with lag when the server gets laggy you sometimes spawn with the stock weapon. do nothing (in terms of changing weapon) until the script catches up and rearms you with your saved weapon. TIP 3 - when the crate doesn't save very occasionally you won't see the message WEAPON SAVES when you access the ammo crate or a dead body. If this happens remember that your new loadout will not be remembered until you manage to access another crate or body to force the save to refresh you can try switching from russian to american crate just to see if this will trigger the save - half the time it works. otherwise, just wait a few secs for the server scripts to catch up and the lag to diminish then try again on the crate and you'll see it works. This is the same when you first teleport and you cant get in a vehicle - the server needs time to catch up with your surroundings - it depends on how fast your PC is and how good the server is Edited May 23, 2010 by eggbeast Share this post Link to post Share on other sites
tophe 69 Posted May 23, 2010 (edited) Thank you Eggbeast! You've done quite an amazing job there! A couple of things I was wondering about... Back when I worked on the mission I added a parameter to change the difficulty, affecting the number of reinforcements and the delay of them. This was months ago and I remember that we didn't quite got it working the way we wanted. But the idea was to have the resistance a bit more scalable in case you play with less players (I think I had it set to 4, 6, 10, 15 players etc.). Have you looked into that anything? Also, I remember there was some few problems with Saving the game. I did however have a parameter where you could enable Saving. Me and my friends used it a lot and there were some minor problems I think. Have you toyed around with it at all? Do you know what variables and functions that gets messed up in your version when the game is resumed from a saved game? I started it up today to have a look. Seems really, really great! I've been away from Arma since winter, recording an album, and now it's finally back in my life again! Can't wait to try this out with my friends. Edited May 23, 2010 by Tophe Share this post Link to post Share on other sites
eggbeast 3684 Posted May 23, 2010 hiya mate I have tried wit hthe difficulty scaling and found it very tricky to make the numbers work properly. it seems to take an "ANY" insteadof a "NUMBER" - all to do with the use of (brackets ) i think the enablesaving line is in the init but i have no idea what it does. you're welcome to come play the modded versions on our GITS server any time. I can help you identify any missingmods etc if you have problems. my xfire is eggbeast Share this post Link to post Share on other sites
tophe 69 Posted May 23, 2010 Thank you Eggbeast. Would love to join you guys in the field some evening. The enableSaving line will sets if it should be possible to save or not and if the mission should autosave when you quit. I enabled this in your version and will try it out with my buddies to see if we can sort it out. I used to have a radiotrigger to save when saving was enabled in the parameters. Weird with the difficulty thing. I'll try to look into that as well soon... would love to be able to scale it down a bit for 3-5 players. I hope I'll see in the field soon! Take care. Share this post Link to post Share on other sites
eggbeast 3684 Posted May 24, 2010 we play with 3-5 players on current enemy count and its fine... you can complete the map in 2 evenings let me know the details for each element to put in to make savegame work and I'll happily add it to each of the 10 missions. Share this post Link to post Share on other sites
eggbeast 3684 Posted May 28, 2010 (edited) all modded missions updated - they now have a full russian ammo crate (both ranked and unranked) containing a large range of custom weapons from RH_de pistols and vilas_aks packs. Next up will be an ammocrate_west with a range from RH_hk416, RH_M4, RH_MG, RH_de pistols and FFAA and UK weapons packs then I can remove all the temporary custom crates that are lying around that break the ranked equipment status I'm also building an array in the init file for all weapons of types: MG, AA, AT and GL so that machingunner class carrying a custom MG will still be able to spawn a static MG emplacement etc... Edited May 28, 2010 by eggbeast Share this post Link to post Share on other sites
tophe 69 Posted May 28, 2010 What has happened to the revive function? No matter which setting is set in the the parameters there is only base respawn. Share this post Link to post Share on other sites
eggbeast 3684 Posted May 31, 2010 yeah i have never imported it properly or gotten it working. I adapted an earlier razor version which had a partial revive import. if you can get it working please detail what elements you added - e.g. mission markers, sensors, vehicles, etc/ scripts, functions, init commands etc as I'd like to have it as a toggle-able option too. ---------- Post added at 10:33 PM ---------- Previous post was at 10:29 PM ---------- guys - don't forget to add in common evolution bugs to be tackled here: http://forums.bistudio.com/showthread.php?t=88124&page=9 notice there -I'm trying to fix the game freeze when you get killed while typing on the map. this affects all our versions... please post in that thread if you can help fix it... i've not had much luck from the community Share this post Link to post Share on other sites
eggbeast 3684 Posted June 2, 2010 (edited) IMPROVED implemented a full working ranked and unranked EAST ammo crate using the Vilas AK weapons and the RH_de russian pistols and skorpion IMPROVED implemented a full working unranked West ammo crate (ranked to follow soon) using the RH_hk416, RH_M4, RH_Mgs, FFAA_Armas and the RH_de pistols and miscro SMG's. currently testing this on panthera, will then put it into duala, sahrani and cherno reloaded ok unranked ammo crate west is working fine with about 300 weapons to choose from now. Duala Afro and Panthera mod versions of Evo have these implemented http://91.192.210.5/gits/Arma/GITSEvoMissionpack.zip Edited June 5, 2010 by eggbeast Share this post Link to post Share on other sites
eggbeast 3684 Posted June 6, 2010 ranked crates added now - so weapons options vary with rank if selected in parameters screen at server start Share this post Link to post Share on other sites
eggbeast 3684 Posted June 14, 2010 added in the RH_SMG and the new RH_hk416 boxes for trial fundamentally overhauled the units - still trialing Share this post Link to post Share on other sites
eggbeast 3684 Posted June 19, 2010 still working on handy unit and weapons arrays - trialed and working in cherno - need to transfer to other missions reinforcements script fails - current bugbear :( Revive- thanks Tox1m! - there is a working version of Tox1m's adaptation of my evo blue v27 with added revive. Need to port into other missions implementing MMA and AC130 - thanks Kremator! still need to do this apart from this, I have overhauled the missions significantly with little tweaks etc. The modded versions of panthera and duala have the new RH_SMG SMG's and the updated RH_de pistols and RH_hk416 pack including HK417s Duala Afro has the new units that Ice is likely to use in Duala 1.7. Full modlist and briefing in the zip file with all 11 missions http://91.192.210.5/gits/Arma/GITSEvoMissionpack.zip go git em! Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted June 21, 2010 Dumb q but, what about ACE version? Anyone.. Share this post Link to post Share on other sites