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eggbeast

Evolution bug list - any help?

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re ACE - eventually - I'm trying to get the mission to work properly before adding any external mods.

Updates ALREADY implemented:

Class functions:

* Officer class can spawn/de-spawn an armoured humvee as a mobile recon spawn point - great for side missions

* Spotter can call in Tomahawk strike

* Sniper can spawn M119 cannon

* AA can spawn Stinger Pod and Camo Nets

* Grenadier can spawn Mk19

* Machinegunner can spawn MG nest

* 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

* 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, 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 trench/bunker for cover (and working on a ladder too)

* ammo crate * marker smoke

* inflatable boat * smokescreen

* precision strike * scout bike

* 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)

- 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

General

- Civ vehicles and civs

- Changed rotation of cities so vehicles make more sense now and mission flows round map

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

Removed Jail script as it's annoying

FIXED (Thanks to Razor) - environment effects and startup mission menu (some options not working yet)

FIXED 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.

Tasklist update:

1. enemy AI who submit can't be captured as the capture dialog doesn't work on them (only on the officer) - looked in objoff, submit and capture but think its more fundamental, like in Mission

2. All scoring and rank access needs overhauling, e.g. support cost is public so all players get charged for it - not good (set global cost to -1 for now) - developing additional routine for penalties vs rewards, as current script uses cost as a negative group reward - lazy coding... (in core.sqf and eventsS.sqf BIS_EVO_Reward), and scoring for officer capture and city capture is no longer working - possibly connected to location of triggers, and Mission scoring no longer works - need to understand how BIS_EVO_Prew (player reward) and Sorew works

3. T menu is lost after HALO - I had this working with the fix, but it's failed again somehow. It exists in the parajump, pinit, spawn and core scripts...

4. chemical strike effects (and making nuke ones server-side)

5. Missions: Check Rendition missions have the full range of spawn markers, convert Extermination and Defence missions + Water Patrol - needs russian boats - pbx's? + Planning to make a "Hold the Island" mission - repelling sea and airborne assault waves

6. trying to fix the spawn ladder function so you can specifically place the ladder near to a building - at the moment it lands anywhere up to 10 feet in any direction from _pos

7. Modify spetnaz counter-attack script so random spawning groups can also travel in Hinds and from various spawnpoints to attack the respawn centres: MHQ or airfield.

8. 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

9. sometimes no yellow objective for first city - may be a connection lag issue

10. Tasklist at disconnect is still the old city list

11. Minor - AC130 with sidearm cannon does not respawn

12. Red AA markers don't show up on map over cities with live AA

13. check scoring from ERrew (Engineer reward) for new class of engineer (SF Demolitions specialist)

14. Cull old sounds and scripts to reduce filesize/ clutter

15. Add in scoring script for tomahawk strikes (based on csupport function)

Edited by eggbeast

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added a new side mission - assassinate enemy general - complete with a lift to a sniper station on chernogorsk at the international hotel

added the carrier

also in process of adding anew side mission - resce enemy agent - basically a rendition mission but escape to carrier not airfield

Edited by eggbeast

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when will this be available to download? Thanks

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hi, bearing in mind there are still a few little bugs to work on - see list above, the mission works pretty well - 90 percent is there.

v19 has fully functional carrier and the basics of the new side-missions (still developing) - download it here:

http://91.192.210.5/gits/Arma/

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- update v19 with Rescue Agent side-mission - partisans and insurgents holding a female agent captive near the coast and you have to exfil her to the carrier.

- fixed a lot of minor script bugs

- changed trench building to "build foxhole" and other side-actions like build mortar/ AA pod to randomise the weapon/structure and also to removed old one when new one is built

- Sniper now has options to build camo net and ladder (use at own risk lol)

- M119 is now in the AT role build array along with TOW launcher and SPG9 etc

- officer can build an M252 mortar though its hard to use

- officer foxhole is now a larger structure than the rest - he can make command/ firebase bunkers

next up: fix extermination and defend missions and modify water patrol some more (bring it nearer to carrier)

(edit) almost done - water patrol fixed, need to test defend missions but extermination works well though the nuke doesn't yet go off when you fail... fixing

Edited by eggbeast

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Upgrade of Classic Arma 1 mission: Evolution by Kiljoy

Updates ALREADY implemented:

Class functions:

* Officer class can spawn/de-spawn an armoured humvee as a mobile recon spawn point - great for side missions

* Spotter can call in Tomahawk strike

* 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

* 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 trench/bunker for cover (and working on a ladder too)

* ammo crate * marker smoke

* inflatable boat * smokescreen

* precision strike * scout bike

* 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)

- 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

* 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

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

Removed Jail script as it's annoying

FIXED (Thanks to Razor) - environment effects and startup mission menu (some options not working yet)

FIXED 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.

Tasklist update:

1. enemy AI who submit can't be captured as the capture dialog doesn't work on them (only on the officer) - looked in objoff, submit and capture but think its more fundamental, like in Mission

2. All scoring and rank access needs overhauling, e.g. support cost is public so all players get charged for it - not good (set global cost to -1 for now) - developing additional routine for penalties vs rewards, as current script uses cost as a negative group reward - lazy coding... (in core.sqf and eventsS.sqf BIS_EVO_Reward), and scoring for officer capture and city capture is no longer working - possibly connected to location of triggers, and Mission scoring no longer works - need to understand how BIS_EVO_Prew (player reward) and Sorew works

3. T menu is lost after HALO - I had this working with the fix, but it's failed again somehow. It exists in the parajump, pinit, spawn and core scripts...

4. chemical strike effects (and making nuke ones server-side)

5. Missions: Check Extermination and Defence missions

6. Modify spetnaz counter-attack script so random spawning groups can also travel in Hinds and from various spawnpoints to attack the respawn centres: MHQ or airfield.

7. 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

8. Sometimes no yellow objective for first city - may be a connection lag issue

9. Tasklist at disconnect is still the old city list

10. Minor - AC130 with sidearm cannon does not respawn - set to 300 points to pilot

11. Red AA markers don't show up on map over cities with live AA

12. check scoring from ERrew (Engineer reward) for new class of engineer (SF Demolitions specialist)

13. Cull old sounds and scripts to reduce filesize/ clutter

14. Add in scoring script for tomahawk strikes (based on csupport function)

v20 here

http://91.192.210.5/gits/Arma/

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i have put an ammo crate on the roof ofthe international hotel - doesanyone know why this might cause me to crash sometimes when i try to change weapons on thecrate

this is how its configured in the mission file

		class Item206
	{
		position[]={6850.48,46.03,2505.6};
		azimut=255;
		id=272;
		side="EMPTY";
		vehicle="USSpecialWeaponsBox";
		skill=0.60000002;
		init="this setPosASL [position this select 0, position this select 1, 46.03]";
		text="inthotel_roof";
	};

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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 Assasinate 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.

still called v20 here

http://91.192.210.5/gits/Arma/

TO DO:

* Finish Briefings and waypoint descriptions for these new side-missions including RESCUE AGENT and RENDITION

* Tidy up FARP Alpha

Edited by eggbeast

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also beef up the defence missions to make seaborne and airborne assault waves and increase the enemy forces - give them tanks and about 100-200 men i reckon. then we can use the spooky on em...

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defend and exterm now work fine

water patrol fixed

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v21 released

- now has a briefing

- used stringtable to localise languages in side missions and support options - where possible

- fixed FARP alpha location

- relocated all russian hardware to southern airbase (pending addition of mission to secure this resource)

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Upgrade of Classic Arma 1 mission: Evolution by Kiljoy

v22 release: http://91.192.210.5/gits/Arma/

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.

* Spotter can call in Tomahawk strike

* 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

* 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

* 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)

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

Removed Jail script as it's annoying

FIXED (Thanks to Razor) - environment effects and startup mission menu (some options not working yet)

FIXED 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 Localised CITY NAMES in task list and sidechat

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 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 MHQ/ReconHQ/FARP etc teleports

FIXED Enable toggling of ranked or unlocked ammo crates/ vehicles

Tasklist update:

1. enemy AI who submit can't be captured as the capture dialog doesn't work on them (only on the officer) - looked in objoff, sorew, submit and capture but think its more fundamental

2. T menu is lost after HALO - I had this working with the fix, but it's failed again somehow. It exists in the parajump, pinit, spawn and core scripts...

3. chemical strike effects (and making nuke ones server-side)

4. Modify spetnaz counter-attack script so random spawning groups can also travel in Hinds and from various spawnpoints to attack the respawn centres: MHQ or airfield.

5. 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

6. Minor - AC130 with sidearm cannon does not respawn - set to 300 points to pilot

7. Red AA markers don't show up on map over cities with live AA

8. check scoring from ERrew (Engineer reward) for new class of engineer (SF Demolitions specialist)

9. ONGOING Cull old sounds and scripts to reduce filesize/ clutter

10. Add in scoring script for tomahawk strikes (based on csupport function)

11. Beef up the defence missions to make seaborne and airborne assault waves and increase the enemy forces - give them tanks and about 100 men i reckon.

12. Enable Revive (based on Razors)

13. Enable difficulty options for unit counts (based on Razors)

14. Interactive Briefing map/markers

15. Reinforcements fail at a certain city - need to work out which one and why it happens (e.g. reinforcement algorithm inputs)

16. Then it will be time for ACE and British and Russian mods.

Edited by eggbeast

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Hey eggbeast ! Cheers for all your hard work ! Is there a release download yet ?

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@kremator - link now has v22 in a zip to download - see top of my update post

@Tony - yeah sahrani version too will be good

FIXED Briefing/Debriefing functions

FIXED Blue markers for deserted/ damaged vehicles

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EDIT: v22 updated again - couldn't help it lol

redownload it and you'll have working menu at loadscreen for mission

FIXED You can now disable MHQ, ReconHQ, other teleports, play with vehicles ranked and unranked and weapon crates ranked and unranked, and difficulty affects spetsnaz and aircraft spawn frequency

TO DO make the difficulty affect the no. of units in cities

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Thanks eggbeast going to play this baby now :D

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I've just 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 that is

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argh a slight problem with helicopter respawning atm - fixing

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Wow, played for hours and had a blast - pun intended. The ICBM show was a killer truly a killer. I ICBM'D Lapatino but left my bots to close as I did not know the blast radius was that far - Ha ha ha.

Thanks for your hard work on updating and re visioning.

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eggbeast, is there a menu for disbanding your squad AI like it was in A1 evo ("My squad" menu or "Team" menu. Smt like that)? If not, do you think there is anything that can be done about it? It would be very usefull.

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yeah i'll look into it - i tend to not use many AI's so it hasnt been an issue. i just runthem into combat when i want rid of em

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Yes, for sure. I was just suggesting this menu becouse sometimes when you diconnect and reconnect later your N02 AI or someone is your CO. So you need to go to him, kill him and then you can retake controll of your own squad. And this menu spares you some time becouse you can just disband your AI from the start. I think you get my point. Anyway, thanks for checking it out.

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