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RazorCH

Evo~Blue V3.x

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to choose if you like to play it unlocked or not

this is theoretically possible - set the rank scores up using a routine, with param checks for which sub to run? could look into it

:yay:

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things I'm loving from your version razor - reinforcements (routes and trucks), paras, vehicle respawn script, city sequence... and the body cleanup script fixes.

incidentally in your makeAA script you don't assign the Tunguska driver (_unit3) to the group - dunno if that will lead to any issues.

things needed top be fixed in mine also - destroy/ defend and extermination missions - will work on them.

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There is 1 thing i wonder about. Are the script used for lifting vehicles from choppers an older bugged one? The reason i ask this is that sometimes u just cant lift the vehicles, they simply wont attach to the chopper. Another big problem is that when they do they seem to lag, meaning not moving smoothly with the chopper. This results often in they are crashing into the chopper (on descent as an example), crashing both. I remember having this issuse in early Doomination missions, but its totally smooth in latest Doomi. Thanx Razor for this version i love what u have done with the 1.04 mission parameters.

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Dorph;1460762']sometimes u just cant lift the vehicles' date=' they simply wont attach to the chopper. when they do they seem to lag, meaning not moving smoothly with the chopper. [/quote']

This is a common problem in Arma/ Arma II. When you access a vehicle - you "own" it - in that it becomes a clientside vehicle. This is why you often cannot pick up a vehicle with mando hitch. It fails to recognise serverside vehicles. If you get in the vehicle first (and with no-one else getting in after you) then get in the chopper you can winch it 100% of the time.

Also, the carried vehicle won't usually hit you unless someone else is in it - e.g. their location is independent to yours, but if you carry an "owned" vehicle it is unlikely to collide with you, and unlikely to lag too bad, as it is synched on your client. whatever you do DO NOT ATTEMPT to carry another public player in his vehicle - as this will inevitably crash.

the original winch script didn't work like mando's in Arma 1 - it worked even on enemy vehicles - you could carry them out to sea and drop em lol. I did try to have that conversation with mado when he developed hi hitch script...

---------- Post added at 12:26 AM ---------- Previous post was Yesterday at 10:52 PM ----------

3.7 rocks razor lol

awesome difficulty - wish i had my F18 from arma 1 with the clustermines and napalm

---------- Post added at 12:35 AM ---------- Previous post was at 12:26 AM ----------

apocalypse - nuked the city and they still kicked our ass

apocalypse.jpg

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I really wish I could play this! In this mission my fps always goes down to a crawl and it's unplayable really.

Anybody know why? I'd really like to be able to play this. I think it's just my shitty old CPU.

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just downloaded and tried 3.92 and have a couple questions

a) savegame didn't seem to save the game because I can't find a way to resume it

b) I selected the water patrol side mission, and was assigned the mission, but it didn't move me to a rhib, and there are none marked on the map. Are we supposed to find the friendly docks, or did something get overlooked? That was my favorite side mission in the 1st evo, as a low rank, easy to gain some points

Thanks for all the work guys, I am sure I will enjoy this once I get it all figured out!

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i guess putting in a respawn dock is a good idea for water patrols - they haven't been much use until 1.04 cos before you got jailed for shooting the enemy boats....:yay: :eek:

the sub-missions are a bit ropey tbh - I'm editing them a lot, not sure what Razor has changed in there.

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I really wish I could play this! In this mission my fps always goes down to a crawl and it's unplayable really.

I have actually experienced a similar problem with v3.92, and my hardware s/b more than adequate. My specs are Core 2 Duo @ 3.0 Ghz, Geforce 275, 4 MB RAM and Vista 64 - I can run the campaign and other missions at high settings without any major FPS problems.

It seems to occur a few minutes into the mission for me, but it does eventually clear up though and after that I can play with no problems. Maybe it has something to do with fixing the AI spawn/respawn?

Edited by KaBoNG

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i guess putting in a respawn dock is a good idea for water patrols - they haven't been much use until 1.04 cos before you got jailed for shooting the enemy boats....:yay: :eek:

the sub-missions are a bit ropey tbh - I'm editing them a lot, not sure what Razor has changed in there.

OK, thanks. I actually like the side missions, even after I rank up. Great change of pace.

Is there HALO in the mission? Thought about implementing it?

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there is HALO in my version, and a recon spawn that the officer can make, so he can halo in and then make a spawn near say an ambush location, then the guys can respawn at the action... designed with missions in mind...

being able to call in boats was something we developed for Arma 1 - for bringing back captured officers across the sea - this is also in my support options, but there are noit many chances to use it although I have made a lot of the extermination and rendition missions on the islands, near the dam, by the big creek in the NE etc. so you can get some fast boat action...

lr2.jpg

Razor may take some of this for his version I guess.

I just merged a lot of his work into mine today and it crashes after 3 cities. think it's to do with the amount of grenades going off, or the number of reinforcements, so will tweak it tomorrow.

also gonna make an advanced ambush convoy mission with 8 trucks full of troops to kill.

Edited by eggbeast

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feel free to pop into the server - but for the next 2 weeks it is on 1.02 as i'm waiting on a quadcore upgrade, and until then I can't go past patch 1.02 without my bandwidth crunching to zero.

filter for GITS server. Password is GITS.

I have the Ambush Troop Convoy mission working now - 4 trucks x 6 MVD troops + 2 escorts with gunners and officers + fuel truck spawning at odd locations in the map (like the lumberyard, castles, etc)

still having trouble with the leader death = mission end - trying to debug it.

basically in the mission,

_deleteass =

{

_user removeSimpleTask _obj1;

BIS_EVO_Onmission=false;

sleep 12.0;

_handle = [_guardmis] execVM "data\scripts\delete.sqf";

sleep 90.0;

deleteVehicle _heli;

deleteVehicle _heli1;

etc.

};

_Fail =

{

["#FF0000",_txtfailhead,_txtfailbody] call BIS_EVO_Message;

[] call _deleteass;

};

for [{_loop=0}, {_loop<1}, {_loop=_loop}] do

{

sleep 1.001;

_obj1 setSimpleTaskDestination position (leader _guardmis);

// if ((count units _guardmis) == 0 or _usergroup != (group _user) or not BIS_EVO_Onmission) then {_loop=1;};

if ((count units _guardmis) == 0 or not BIS_EVO_Onmission) then {_loop=1;};

};

//if (_usergroup != (group _user) or not BIS_EVO_Onmission) exitwith {[] call _Fail};

if (not BIS_EVO_Onmission) exitwith {[] call _Fail};

see - I've remmed out the check for player/leader being in the group - as when I die, the mission fail is called.

Anyone got an idea how to fix this?

edit - I remmed out all the bits with "_usergroup != (group _user) " and it's ok now

Edited by eggbeast

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a) savegame didn't seem to save the game because I can't find a way to resume it

b) I selected the water patrol side mission, and was assigned the mission, but it didn't move me to a rhib, and there are none marked on the map. Are we supposed to find the friendly docks, or did something get overlooked? That was my favorite side mission in the 1st evo, as a low rank, easy to gain some points

a. Savegame Function is not active in V3.92

b. Sidemissions are removed....to many bugs

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b. Sidemissions are removed....to many bugs

Razor - you would be able to import my side-missions if you like.

quick update on them - been testing them for last few days:

Mission list

1 ambush convoy - works perfectly

2 land patrol - works perfectly

3 water patrol

- <1.04 boat kills count as friendly fire - may swap them for pbx's lol

- [edit] done transport to SW docks or SE Island where I have made a new dock

4 destroy armour - works perfectly

5 combat search and rescue (jeep squad) scores 20 - works perfectly

6 combat search and rescue b (doctor - easier) scores 10 - works perfectly

7 defend

- markers and map locations don't show and troops don't spawn etc

- am working on this

8 search area and destroy

- never worked

9 air patrol - works perfectly

- have improved the air units (5 instead of 3) for more action

10 NEW - combat search and rescue c - rendition - works perfectly

Desc: "Rendition - A few moments ago we received satellite intel that a key member of the enemy high command is visiting a remote station on the island. Your mission is to go to the location search for the officer and eliminate any resistance in the area"

- 10 new locations

- score 20/30/40, up to 20 locations and timer vary depending on rank (0,3,5)

11 NEW - destroy 2 - extermination

Desc: "Extermination - We have received reports from an undercover agent on the location of a gathering of the People's Temple cult. They have a fertiliser bomb and may plan to use it. Go to the location and exterminate any civilians you find there"

- needs porting to arma2 - markers, units, scripts

- working on it

12 NEW - ambush troop convoy - works perfectly

- Variation of Ambush with 7 mobile units (containing 29 MVD troops) at up to 30 locations

- tested yesterday - possible to complete alone with an A10, or great fun with 5 man team attacking an island location etc

thinking of doing a defend the island from seaborne and para assault mission

:bounce3:

Edited by eggbeast

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Razor - you would be able to import my side-missions if you like.

quick update on them - been testing them for last few days:

Mission list

1 ambush convoy - works perfectly

2 land patrol - works perfectly

3 water patrol

- <1.04 boat kills count as friendly fire - may swap them for pbx's lol

- [edit] done transport to SW docks or SE Island where I have made a new dock

4 destroy armour - works perfectly

5 combat search and rescue (jeep squad) scores 20 - works perfectly

6 combat search and rescue b (doctor - easier) scores 10 - works perfectly

7 defend

- markers and map locations don't show and troops don't spawn etc

- am working on this

8 search area and destroy

- never worked

9 air patrol - works perfectly

- have improved the air units (5 instead of 3) for more action

10 NEW - combat search and rescue c - rendition - works perfectly

Desc: "Rendition - A few moments ago we received satellite intel that a key member of the enemy high command is visiting a remote station on the island. Your mission is to go to the location search for the officer and eliminate any resistance in the area"

- 10 new locations

- score 20/30/40, up to 20 locations and timer vary depending on rank (0,3,5)

11 NEW - destroy 2 - extermination

Desc: "Extermination - We have received reports from an undercover agent on the location of a gathering of the People's Temple cult. They have a fertiliser bomb and may plan to use it. Go to the location and exterminate any civilians you find there"

- needs porting to arma2 - markers, units, scripts

- working on it

12 NEW - ambush troop convoy - works perfectly

- Variation of Ambush with 7 mobile units (containing 29 MVD troops) at up to 30 locations

- tested yesterday - possible to complete alone with an A10, or great fun with 5 man team attacking an island location etc

thinking of doing a defend the island from seaborne and para assault mission

:bounce3:

Sounds awesome! I'd like to see this implemented. +1

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un-flip vehicle option
you can pick up a flippedtank with a heli on the winch and set it down again on its tracks.

here is the docks i made for the boat patrol (and defend the island) missions

docks.jpg

---------- Post added at 12:08 AM ---------- Previous post was at 12:02 AM ----------

It would be really nice to go back to parachute deployed AI squad members. I expect this should eventually be fixed by BI but if you can come up with a work around for the issue of AI units getting injured or killed when deploying by parachute it would be great.

I think I have fixed this - recruit.sqf reads:

// client side recruit script
_type = _this select 0;
_activator = _this select 1;
BIS_EVO_rtype="none";

_grp = group player;
_count = (count units _grp);
_ainum = 0;
_ap = player;
_i = 0;
while {_i < _count} do 
{
_ap = (units _grp select _i);
if (not (isPlayer _ap)) then 
{
	_ainum = _ainum +1;
};
_i = _i + 1;
};

//if (player != (leader group player)) exitwith {hint "You must be a leader to recruit"};

if (score player < BIS_EVO_rank1) exitwith {[player,BIS_EVO_rank1] call BIS_EVO_RankReq;};

_txtpasshead = localize "STR_M04t96";
_txtpassbody = localize "STR_M04t99";

_Message = 
{
_headcolor = _this select 0;
_head = _this select 1;
_body = _this select 2;
_plaintext = format["%1: %2",_head,_body];
_parsedtext = parseText format["<t color='%1'>%2</t><br/><br/><t color='FFFFFF'>%3</t>",_headcolor,_head,_body];
_msg = [_parsedtext];
_txt = composeText _msg;
"" hintC _txt;
_record = player createDiaryRecord ["diary", [localize "STR_M04t78", _plaintext]];
};


if (score player < BIS_EVO_rank2 and _ainum >= 2) exitwith {["#FF0000",_txtpasshead,_txtpassbody] call _Message};
if (score player < BIS_EVO_rank3 and _ainum >= 3) exitwith {["#FF0000",_txtpasshead,_txtpassbody] call _Message};
if (score player < BIS_EVO_rank4 and _ainum >= 4) exitwith {["#FF0000",_txtpasshead,_txtpassbody] call _Message};
if (score player < BIS_EVO_rank5 and _ainum >= 5) exitwith {["#FF0000",_txtpasshead,_txtpassbody] call _Message};
if (score player < BIS_EVO_rank6 and _ainum >= 6) exitwith {["#FF0000",_txtpasshead,_txtpassbody] call _Message};
if (score player >= BIS_EVO_rank6 and _ainum >= 8) exitwith {["#FF0000",_txtpasshead,_txtpassbody] call _Message};

_player = player;
_unitype = _type;
_grp = group _player;

_pos = position _player;
_unit = group _player createUnit [_unitype, [0,0,0], [], 0, "NONE"];Sleep BIS_EVO_GlobalSleep;
_unit setskill BIS_EVO_PlayerSkill;
//_lone = [_unit] execVM 'data\scripts\nohuman.sqf';
_vec = createVehicle ["ParachuteWest", _pos, [], 20, 'NONE'];Sleep BIS_EVO_GlobalSleep;
_vec setpos [_pos select 0,_pos select 1,(_pos select 2)+ 120];
_unit MoveInDriver _vec;

WaitUntil {vehicle _unit == _unit};
_unit setpos [(getpos _unit select 0),(getpos _unit select 1),0];
[color="Red"]_unit setdammage 0;[/color]
_unit  addEventHandler ["killed", {handle = [_this select 0] execVM "data\scripts\bury.sqf"}];
_vecprotect = [_unit] execVM "data\scripts\aivec.sqf";

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

yeah the miscam script doesn't seem to work - will have to look int it - I had it working on about 10 different planes/ choppers in arma 1 so will put it on my to do list

other things to do:

1. Transfer - joining squads - we always have to re-transfer the last guy in as he can never see the leader.

2. reinforcement trucks don't delete after say 5 mins, meaning they clutter up the server, and I think they stop other armoured units from being reinforcements, not sure. I added a

wait 90;
deletevehicle _ural;

to the reinforcement script, which seems to work

3. capture/submit on last 4 soldiers (not officer) in city not working

4. missile camera

5. fix defend/ extermination/ water patrol missions

6. support cost is public so all players get charged for it - not good (turned off cost for now)

also the reinforcements need to be balanced carefully - in the very original evo, this used to happen

horde3.jpg

this is caused when this part of init is not set well, e.g. this is ok

BIS_EVO_Infantry = [[40,20],[40,20],[45,25],[45,25],[50,25],[50,25],[60,25],[60,30],[70,30],[70,35],[80,40]];//[Actual number of groups,Base number of groups]
BIS_EVO_Mechanized = [[9,5],[12,6],[15,7],[18,8],[21,9],[24,10],[27,11],[30,12],[33,13],[36,14],[39,15]];//[Actual number of groups,Base number of groups]
// The actual amount of infantry and mechanized enemy groups in a city.|When this number falls lower the the base amount, reinforcements are sent.
// The base amount of infantry and mechanized enemy groups in a city|If all of a group die the number is decremented.

we also did a couple of minor mods today:

a) a javelin that locks onto laser target (great for bunker busting)

b) a 2 ammo slot M136 rocket

c) a 5 round GL ammo

all in one tiny clientside mod

BOTH Mod and GITS Evolution v10 are available here

feel free to rip anything for your versions Tophe/ Razor etc

Edited by eggbeast

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we also did a couple of minor mods today:

a) a javelin that locks onto laser target (great for bunker busting)

b) a 2 ammo slot M136 rocket

c) a 5 round GL ammo

all in one tiny clientside mod

BOTH Mod and GITS Evolution v10 are available here

feel free to rip anything for your versions Tophe/ Razor etc

Egg,

Just tried to download the .pbo and it doesn't seem to be there. The weapon mod downloaded fine.

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thanks for the tip eggbeast, and the dock looks great!

but speaking of picking up a vehicle, we had a problem last night. I could get the pick up hud, and the action but not be able to pick up anything...although after I chose pick up, I would get the option to let off even though I wasn't carrying anything?? Then another member "lost" the ability to pick up, couldn't even get the prompts after a reconnect. Probably an issue with the mando_hitch tho I just wanted to let someone know....

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Egg,

Wait or Sleep?

2. reinforcement trucks don't delete after say 5 mins, meaning they clutter up the server, and I think they stop other armoured units from being reinforcements, not sure. I added a

Code:

wait 90;

deletevehicle _ural;

to the reinforcement script, which seems to work

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this is theoretically possible - set the rank scores up using a routine, with param checks for which sub to run? could look into it

:yay:

Look into it... how can i do this? (sorry for my noobie question) but this information is not easy to find. I have never unlocked / changed the criteria yet and dont know where to start...

Edited by larsiano

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we keep getting this message:

variable mando_hitch_hud does not support serialization and should not be stored in the mission namespace

and my rpt is filled with many other messages about does not support serialization, is this a mando issue or Evo issue and how can we make it stop?

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