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stegman

Porting warfare for an old noob.

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CTI changed the way OFP was played and viewed.

Warfare is just out of this world.

I am porting Warfare for AmredAssault1 onto the fantastice ACE Island Pack "OFP World" (all 4 OFP:R islands on one map).

To Do;

  • Configure all airports.
  • Allow fast travel from and to friendly airports.
  • Configure Seaportd.
  • Allow fast travel from and to friendly Seaports.
  • Incorporate Mando Hitch to enable airlifts to other islands.
  • Configure Everon.
  • Configure Malden.
  • Configure Nogova.
  • Configure Kolgojev.

Edited by stegman
Updation

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1)

switch to triggers

rename the triggers/their statements

2)

switch to markers in the editor

move the markers in position.

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1)

switch to triggers

rename the triggers/their statements

2)

switch to markers in the editor

move the markers in position.

Thanks for getting back to me :).

1) cheers, i'll give it a whirl.

2)How do you mean move them in possition?

Sorry if thats a daft wuestion... :p

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respawn_east

respawn_west

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Cracked it.

Thanks for your help KJU.

It turned out i had placed the "WetTempRespawnMarker" marker...ready for it?....in the sea!

So you respawn in the sea then get moved inland, hence the swimming!

Sorted it now, thanks.

And i've changed the town names too.

ok...you can bet your bum that i'll find another daft thing i didnt think off..

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I have now got a 'working' version.

But it turned out there are less towns in south sarahni than on my chosen island port.

I have created a few more and named them acordingly, but AI wont take the new towns and the red markers show up in game.

Any idea what i've done wrong here??

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AI will now take the towns, but some of the markers still show up.

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Odds are you made a spelling error in editor when you renamed the marker. When I first started warfare editing I had this issue several times and it always came down to a spelling error.

To help avoid this problem and also save a bit of time, from typing it in over and over, use "ctrl c" and "ctrl v" to copy and paste town names onto markers and any camps around your towns.

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;1497301']Odds are you made a spelling error in editor when you renamed the marker. When I first started warfare editing I had this issue several times and it always came down to a spelling error.

To help avoid this problem and also save a bit of time' date=' from typing it in over and over, use "ctrl c" and "ctrl v" to copy and paste town names onto markers and any camps around your towns.[/quote']

I did do the copy/paste thing, but it was quite late and i must have still ballsed something up.

I'll check it again..

[EDIT] yeah..i suck...:( marker name was wrong! lol. working now!

One more thing that’s happening; the sound files wont play.

You know, the "Voting for a new commander" and other such sounds.

Maybe i need to place the sounds in the mission folder, but i assumed they would be taken from the addon of the game itself...??

Edited by stegman

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for anyone who is out there, im still working on this port, though very slowly.

its such a pain in the back side and lets be honest, no one is interested...

but i'll ask this question anyhow - How do you make a newly purchased vehicle execute a script?

I need choppers to have the Mando hitch script on them, to carry the MHQ across the water you see?

Any ideas guys? Please..?? :(

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I think you can put those calls in "Common\Init\Init_Vehicle.sqf" (just check vs set array or by typeOf if the vehicle in question should have the mando stuff).

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ODEN;1537043']I think you can put those calls in "Common\Init\Init_Vehicle.sqf" (just check vs set array or by typeOf if the vehicle in question should have the mando stuff).

[EDIT] Just found out' date=' you dont need to pass an Init to each spawned vehicle. you only need to specify what vehicles are able to 'hitch' and all and any spawned or places vehicles of that type are active :D

[s']now, i need to work out the error that says;

:.RscTitles: Member already defined.

:crazy:

I placed some infor into the description and init;sqs fiels you see...not entirly sure what they do but copied them from the Hitch demo file....[/s]

RscTitles was defined lower down.

fixed now.

ok then!

all seems to be working, just need to configure Kogojev and come up with names for the location up there, and I'll be ready for Beta Test1

:crossing fingers emoticon:

Edited by stegman

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Just Remember If you make a map spread across 4 different islands the Ground AI Units will have trouble getting to the other Islands. The best solution to this is to use WarfareADV's Bridge crossing trigger to send the AI across the water.

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Just Remember If you make a map spread across 4 different islands the Ground AI Units will have trouble getting to the other Islands. The best solution to this is to use WarfareADV's Bridge crossing trigger to send the AI across the water.

hmmm...very interesting indeed.

I was thinking of that, and how to get the supply trucks across.

I was also planing on building in a fast travel from friendly airport to friendly airport and the same with each islands Sea ports....but as with so many thigs have no idea how to do it.

Maybe this bridge thing you talk of is just the ticket :)

I'll check it out and see if i can et it working for MP.

Cheers.

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Hey Stegman have you tried any of my maps?

Hi, sorry for the delay.

No, what maps are your refering too?

Are they islands, or do you mean missions?

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