tophe 68 Posted September 22, 2009 So are weapon loadouts saved when you die in v3.9? I don't think so, since it has revive and there was a conflict between the two. Share this post Link to post Share on other sites
kabong 1 Posted September 24, 2009 I don't think so, since it has revive and there was a conflict between the two. Tophe - Could it be set so that if you are not using the revive option that weapons loadouts are saved? Share this post Link to post Share on other sites
tophe 68 Posted September 24, 2009 Tophe - Could it be set so that if you are not using the revive option that weapons loadouts are saved? Yeah, that could be done. I'll look into it. Right now I'm trying to get the mission working better with save. Share this post Link to post Share on other sites
kabong 1 Posted September 24, 2009 (edited) Ya, I find when resuming a saved mission that the "T" menu doesn't function. Can I also suggest that the AA pods at the base be made to auto repair? Enemy aircraft are pretty aggressive and tend to wipe out the pods if you have them manned, then they are useless for the rest of the game. Engineer doesn't seem to be able to repair them and the AA specialist cannot build an AA pod on the base. Another feature I would like to see return from the ArmA version of Evo is the ability to turn the weapon cam on, especially when firing Hellfires from the Cobra. p.s. It looks like the new beta build, 59210, fixes the AI changing the helicopter weapons on their own, so you can cross that one off the list. Edited September 24, 2009 by KaBoNG Share this post Link to post Share on other sites
RazorCH 10 Posted September 25, 2009 Can I also suggest that the AA pods at the base be made to auto repair? Enemy aircraft are pretty aggressive and tend to wipe out the pods if you have them manned, then they are useless for the rest of the game. Engineer doesn't seem to be able to repair them and the AA specialist cannot build an AA pod on the base. Good Idea....Done Share this post Link to post Share on other sites
pigglywiggly 10 Posted September 25, 2009 (edited) Thanks for a great mission btw. Why am I getting a 404 error on your link to v39? Edited September 26, 2009 by pigglywiggly Found a fix for my problem Share this post Link to post Share on other sites
larsiano 12 Posted September 27, 2009 I get the same error im afraid, but two thumbs up for all the work you fellas has done so far :) The -=XTRA=- clan proudly hosts your great mission ! Share this post Link to post Share on other sites
RazorCH 10 Posted September 27, 2009 Why am I getting a 404 error on your link to v39? I removed the Download......There are many errors in V3.9 V3.92 comming soon. Without Reinforcement errors.....SORRY Share this post Link to post Share on other sites
kabong 1 Posted September 27, 2009 The more I play the recent versions the more I miss saved weapon loadouts. It is very tedious to have to re-arm after every respawn. I do not use revive at all so that feature has very little value to me and would be happy to see it go away if we can have saved loadouts back. Share this post Link to post Share on other sites
tophe 68 Posted September 27, 2009 The more I play the recent versions the more I miss saved weapon loadouts. It is very tedious to have to re-arm after every respawn. I do not use revive at all so that feature has very little value to me and would be happy to see it go away if we can have saved loadouts back. I'll try and have it turned on, when Revive is disabled. It wouldn't be too hard. I'll just wait for Razor to finish v3.92 and then have a look at it. Share this post Link to post Share on other sites
kabong 1 Posted October 3, 2009 There is BIG news coming... ;) Share this post Link to post Share on other sites
kabong 1 Posted October 3, 2009 3.92 is out!!! http://hx3.de/usermade-missions-166/evo-blue-v3-x-noaddons-17493/8/#post270149 Thanks RazorCH! Tophe, can you now take a look at adding weapons loadout saves back in? Share this post Link to post Share on other sites
pigglywiggly 10 Posted October 3, 2009 (edited) Why are the armor in this mission Evo Blue 3.92 keeps accelerating by itself and the Humvee keep moving backward without user input? Edited October 4, 2009 by pigglywiggly Share this post Link to post Share on other sites
RazorCH 10 Posted October 3, 2009 3.92 is out!!! Yes..... so it is :rolleyes: Direct Download here http://www.lab-design.ch/downloads/arma2/EvoBlueV392_Revive.rar have Fun...........:bounce3: Share this post Link to post Share on other sites
Jutscher 10 Posted October 4, 2009 Sweet, thanks :-) Share this post Link to post Share on other sites
Tankriders 0 Posted October 4, 2009 I think ya have to change the normal version (3.7) also, It is still to hard. The reinforcements are coming in every minute. My PC cant handle all those units coming in... Share this post Link to post Share on other sites
pigglywiggly 10 Posted October 5, 2009 Is it possible to display a message when hosting this game? For example I want to display "Welcome have fun and do not team kill" without having to type it in all the time. Like when a newcomer joins he automatically gets a welcome message. I would really appreciate any help you guys can provide. This is really a great mission thanks RazorCH for a wonderfull mission. Share this post Link to post Share on other sites
kabong 1 Posted October 6, 2009 piggly: Go here http://community.bistudio.com/wiki/ArmA:_Server_configuration and read about server configuration. You should find the answer to your question there. Share this post Link to post Share on other sites
Murklor 10 Posted October 6, 2009 Out of curiousity, are we ever going to see a revamped inventory system for this? Some of my fondest memories yet of Arma 2 is the beginning of Evo rounds, where everyone is actually limited to standard weapons instead of carrying the standard loudout of a SMAW and DMR :rolleyes: Unfortunetly the feeling only last like 15 minutes :( Share this post Link to post Share on other sites
RazorCH 10 Posted October 6, 2009 U can choose this in the Parameters befor u start the mission. It's called "Weapon Loadout". Standard is ArmA2 Weapon Loadout. This is the specific Loadout from the Soldiers u can chose at Start. ( For more Teamplay ) If u take the Evolution Loadout.....all Players have the same Weapon. Btw.......thanks all for the Feedbacks ;) Share this post Link to post Share on other sites
eggbeast 3673 Posted October 10, 2009 (edited) Hi Razor I have worked on Evo in Arma 1 for 2 years, and ported my additions over to Arma 2 - you are welcome to take them for your version if you feel they will add anything. Here are a few of them: extensive csupport modification to increase the possible support that can be called in, each costs scaled points (some are very useful): ******ord numbers******* 1 ammo crate 9 marker smoke 10 inflatable boat 11 smokescreen 2 precision strike 8 scout bike 12 MG station 3 small artillery 13 mortar station 14 build fortification 4 cluster bomb 15 armoured boat 16 aa battery 5 large artillery 17 artillery cannon 6 chemical strike 18 HALO extraction 7 ICBM *********colours******** ColorWhite //ammo fort HALO ColorBlue //vehicle ColorBlack //smokescreen ColourGreen //marker ColorRed //incoming munition ColorYellow //WMD example: case 8: //scout bike { _pos = (position _base); _obj_para = "ParachuteWest" createVehicle [0,0,0]; _obj_para setpos [_pos select 0,_pos select 1,(_pos select 2) +100]; _tbox = "M1030" createVehicle _pos; _tbox attachTo [_obj_para, [0,0,-1.6]]; sleep 1.0; WaitUntil{(getpos _tbox select 2) < 0.01}; detach _tbox; _tbox setpos getpos _tbox; _tbox setDir direction player; _tbox engineon false; _tbox setDammage 0; processInitCommands; }; case 9: //Marker Smoke { _pos = (position _base); _tbox = "SmokeShell" createVehicle _pos; _tbox setpos _pos; }; case 10: //Inflatable Boat { _pos = (position _base); _obj_para = "ParachuteWest" createVehicle [0,0,0]; _obj_para setpos [_pos select 0,_pos select 1,(_pos select 2) +100]; _tbox = "Zodiac" createVehicle _pos; _tbox attachTo [_obj_para, [0,0,-1.6]]; sleep 1.0; WaitUntil{(getpos _tbox select 2) < 0.01}; detach _tbox; _tbox setpos getpos _tbox; _tbox setDir (direction player-180); _tbox engineon false; _tbox setDammage 0; processInitCommands; }; case 11: //Smokescreen { _i = 0; while {_i < 8} do { _k = createVehicle ["SmokeShell",[(position _base select 0), (position _base select 1),50], [], _size, "NONE"]; _i = _i + 1; sleep 1.0; }; }; case 14: //Build fortification { _pos = (position _base); // _tbox = "Land_Fort_Watchtower" createVehicle _pos; _tbox = "WarfareBDepot" createVehicle _pos; // _dirfort = ((getdir player)-180); _tbox setDir (direction player-180); _tbox setDammage 0; processInitCommands; }; case 16: //AA Battery { _pos = (position _base); _obj_para = "ParachuteWest" createVehicle [0,0,0]; _obj_para setpos [_pos select 0,_pos select 1,(_pos select 2) +100]; _tbox = "ZU23_CDF" createVehicle _pos; _tbox attachTo [_obj_para, [0,0,-1.6]]; sleep 1.0; WaitUntil{(getpos _tbox select 2) < 0.01}; detach _tbox; _tbox setpos getpos _tbox; _tbox setDir direction player; [_tbox] execVM "data\scripts\dropdelm.sqf"; _tbox setDammage 0; processInitCommands; }; etc etc also, the officer class can make a mobile respawn - great for haloing into an area and setting up a respawn for troops engaging in a sub-mission. this is additional to the MHQ Ambulance and takes the form of a hummer MG. It is a varation of Xeno's mgtent script etc to make an armoured humvee with a publicvariable name that is linked to the actions at the spawn base (in mission file spawnbase has 4 options - respawn ambulance, respawn recon (hummer), halo and respawn airfield (so you dont have to motorbike there all the time) I have also modified the makesu scripts etc to make hindv, hindp, mi8 hip (with 4 annoying gunners!), su25 (nightmare), su34 - all flying about together makes for an exciting game - awesome firefights and makes the zu23 AA cannon a musthave support option Lastly, I have made some sub-missions - Rendition - take on 4 vehicles (including hinds) and 25 troops in remote corners of the map (castles, odd towns, radio stations, islands) to 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. happy to share if you're interested. I have a lot of bugs to iron out still in evo - e.g. vehicle respawns, sub-missions terminating on leader death - can you help with these? xfire eggbeast egg Edited October 14, 2009 by eggbeast Share this post Link to post Share on other sites
RazorCH 10 Posted October 10, 2009 Cool :) U have a PM Share this post Link to post Share on other sites
eggbeast 3673 Posted October 10, 2009 sent it - my bug list needing help is here: http://forums.bistudio.com/showthread.php?p=1459727#post1459727 Share this post Link to post Share on other sites
larsiano 12 Posted October 11, 2009 Hi RazorCH,thanks again for all you have done to improve the map!! qeustion: is it not posibel in the new version to choose if you like to play it unlocked or not or if a map wil be human versus human etc. i thought i heared you mention it before? Share this post Link to post Share on other sites
RazorCH 10 Posted October 11, 2009 new version to choose if you like to play it unlocked or not This is a Feature V3.9 and above.....its already there......check it out :) wil be human versus human Definitiv NO.....not in EVO Share this post Link to post Share on other sites