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markb50k

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Everything posted by markb50k

  1. it doesnt require any mods. However if you have certain mods that you like to use, specifically unit/vehicle addons, it supports many of them. Apocalypse
  2. UPDATE: I am ready to release version 1.0 of my new mission APOCALYPSE I would like to know if anyone would like to recieve a beta version just to make sure it runs fine. You see, I am about to go on vacation for two weeks and I wont be able to do any in-game testing of any issues. I might be able to make code changes and re-release but it would be once a day if then. So most likely, if this beta version works I will just release it and look to update when i get back. Any volunteers?
  3. Features: Version 5.3 - tweak : "Search House" action should be available when teamswitched to another unit UPDATE on new mission: Its going very well, and im pretty close to releasing version 1. Here are a list of some new features to expect - choose to play as ANY side - choose to align sides in any combination, EAST vs WEST vs GUER, any TWO on ONE, etc. - Reinforcements display where you can manage incoming reinforcements including requesting your own (using "support" points you gain in the mission). - support for all addons from LOST. - basically this is the perfect "fire and forget" war simulation. Each side will attempt to take the island, with or without your help. - Request support from other units (CAS, Fighter, Tank, infantry, Helicopter pickup/dropoff) based on how many "support" points you've accumulated. - you get to choose which sides can spawn or not spawn partisan - you get to choose which sides have already present forces in the country. All others will be brought in as reinforcements. - you can configure relative strengths of all sides at the beginning of the mission.
  4. No you're not missing anything. The action is only added to the player. I can look at adding it to the new player when you switch. I don't think it will be an issue but I probably will not release a new version for a day or two
  5. I'll check it out. Thanks for the report. Did you try individual Iranian groups? Maybe one in particular is having an issue ---------- Post added at 13:55 ---------- Previous post was at 12:35 ---------- Quick bug fix for a specific mod problem Version 5.2 - bug fix : error when trying to load Iran vehicles as OPFOR
  6. Version 5.1 - bug fix : weather module color filter was losing reference to handle - bug fix : script error when transferring gear automatically from corpses - tweak : performance tweak for transfer gear script
  7. if you'd like to research it, i would be willing to add it in. It would be a great idea. Yeah, but try to keep it ACE free. dont want any required addons.
  8. Are you sure? I just went to the link and the file is available for download.
  9. Features: Version 5.0 - faction : CSLA mod's AFMC (ally) - faction : CSLA mod's FIA (ally) - faction : CSLA Czech army (enemy) - new : implements RUBE's dynamic weather engine - new : current weather conditions and weather forecast available in COMMS-> General menu (0- 8 - 6) - new : Skip 1 hour function adjusts weather as well Upcoming: - none at this time. working on new "Apocalypse" mission framework - large scale strategic battle
  10. markb50k

    CSLA for A2CO

    busy adding CSLA factions to my mission, and came across an error in your configs AFMC repair truck class AFMC_M939r: AFMC_M939o { vehicleClass = "Support"; displayName = "$STR_AFMC_M939r"; descriptionShort = "$STR_AFMC_M939r"; picture = "\csla_afmc\Icons\5t_dtp"; icon = "\Ca\wheeled\data\map_ico\icomap_5TT_Rep_CA.paa"; hiddenSelections[] = {"temp1","temp2","reammo","temp4","cislo1","cislo2","cislo3"}; transportSoldier = 2; transportAmmo = 300000; supplyRadius = 6.8; }; transportAmmo should be transportRepair note: it inherits transportRepair = 50 from the base class but obviously a repair truck should have more repair capability than that.
  11. mission not loading: yes that was a bug that i fixed in 4.98 a new fix version that i just released. please get that one. cars : yes, alot of missions randomly lock parked cars. Try shooting out the glass, that will usually unlock it.
  12. if you look on the first post, you only use the Config addons IF you have the mod they mod. I'm guessing you arent running Staglers Chechen Rebels, right? If so, dont put the chechen config in your addons directory. Same for the Iran config if you arent running Iranian Forces mod. Either way, the error wont effect anything other than an annoyance, since the mission wont try to use my addon troops if the underlying mod is not there. As for your other questions: How does it work? Every faction you set to 1 or greater will be included in the mission, at the ratio of weights. I explain the weighting a page or two ago in the thread. If I pick RU infantry and TK Vehicles will Russians roll around in TK cars? YES What If I pick only a Vehicle group as my enemy and no infantry, or vice versa? No worries, If you leave out something important like that, the mission has some defaults for the other stuff. In desert environments it will use BIS US Army and BIS TK, in woodland BIS USMC and BIS RU. and when I start the missions and chose the factions, mission gets stuck on the intro Sometimes there is a longer wait to finish setting up the mission. Sometimes 30 seconds or so. Please confirm that it doesnt ever start. ---------- Post added at 14:23 ---------- Previous post was at 13:56 ---------- oops, you're right.. will put a fix up asap ---------- Post added at 14:32 ---------- Previous post was at 14:23 ---------- FIXED: new version on 1st page Version 4.98 - fix : mission hangs on restart after faction selection
  13. Lingor Factions are now selectable factions in my SP Lost. Use Lingor units on any of the 24 supported islands against over a dozen supported unit/vehicle addons!!! Thread
  14. Features: Version 4.97 - island : Emita - faction : Lingor Gov't, Lingor Police, Lingor Mercs (ally) - faction : ARL Rebels, Drug Gangs (enemy) - tweak : new system for being sighted in towns. Removed the 'reveal' command and now the location is just added to a rolling list of locations that nearby enemy groups investigate. Gives the same repurcussions for hanging around in unfriendly villages but not a god-like penalty. - tweak : generally lowers AI skill levels to show greater variance between Privates and Colonels. This will only affect newly spawned soldiers. Any soldiers currently alive in your scenario will be running under their current skill level. Upcoming: - investigate adding in RUBE's dynamic weather (looks doable) - Namalsk (some conversion problems but i am trying!) - Moschnyi - CSLA (Czech Army mod) ---------- Post added at 11:54 ---------- Previous post was at 11:53 ---------- Thanks man, appreciate the feedback! Implementing some survival stuff sounds good. I'll check it out.
  15. I can look at dynamic weather after this next update As for friendly AI getting themselves killed not sure there is much I can do about that. I don't do anything special in regards to AI intelligence so maybe you could run like zeus's AI or something to improve it
  16. Hey ice. Looking through your configs it seems I've come across a couple of issues As I think someone else reported the drug lord his officers and the antitank soldier are all using the same model In the lingor army or the vabvbl pbo you have a bunch of group entries for HEXA soldiers
  17. xxbbcc, If the experience you talk about happened to me all the time, I'd be frustrated as well. Realize that everyones game is completely different than the other. Every position, every soldier, is randomly redone every time to start. Your starting point, your friendly rallypoint. Just randomness shouldnt allow that many enemy reacting as quickly as you AND being so close to begin with. They should be spread across the map. Heklos is characterizing my playing style exactly, and the one i intended for this. Another strategy is to find an empty road between two towns with good lines of sight. Wait for a lightly armored car to come by, one of the UAZ etc. snipe the gunner. snipe the passenger. then spray the driver. Rinse and repeat. If a brdm or bmp shows up, stay in the treeline until it leaves. IT WILL LEAVE eventually. Anyway, like i said, i'm putting some tweaks in that should eliminate the immediate spot-on detection of you in a town. Remember, once a house is searched it doesnt report your position anymore. So that should bring up some ideas for strategy as well. Also, will be adding support for Lingor units and Emita Island. Should be out tomorrow.
  18. Yeah i see LOST and the new mission to kind of both work from different angles for players. I like the progression thing too, obviously, since the mission type captured my imagination and I produced Lost out of it. I am into the Bethesda RPGs like Fallout and Oblivion and my mods in those games go toward the grand strategic gameplay I like, while staying tactical for the player. As such, I am definitely open to hearing what features help in that feeling of progression and accomplishment that you can get from Lost as you slowly start wresting control of areas from the enemy. My only issue with the criticism was when it was implied that the game was unplayable because of the detection/ai. I just can't agree with that, in the many iterations i have played of the mission, and from the majority of the post showing players experiences, i havent seen that the game is unplayable. I appreciate opinions that ask for tweaks and give me some ideas, i just wish people would understand that a prospective player considering the mission can get a very wrong conclusion from certain comments. Anyway, i dont have a big deal with it, and I am a big enough person to take the ideas in consideration and see what i can do to find some common ground. As for the Warfare comment, I see the difference between your ideas and the basic Warfare setup, but alot of your wishes seem to mesh very well with what Warfare delivers. As for the new scenario, I also know that other people would just love a large war scenario where they can see their favorite mods battle eachother in a full setting. Thus the draw of my other mission idea. I think they both have a place, and I am drawn to both.
  19. will be putting these in next update: - friendly troops will not be 'sighted' by civilian house within the town they chosen as a rally point. this should help survivability of the initial western forces. But overall, they are not supposed to survive long under normal circumstances. Remember, your side has lost the war. Anything to get from them is a bonus. And I know its very likely that some will survive the initial onslaught. Remember get to a radio as fast as possible and immediately order them to disperse into the treelines. - for the special reveal that the houses provide, i have lowered it to a reveal of 1 instead of 4 where it was originally. A value of 1 doesnt even specify the side of the unit so the enemy will have to move closer and evaluate the sighting, and shouldnt just be opening up on you from large distances. - greatly lowered the skill settings on AI. now privates will have generally skills in the range of .3, corporals .4, and the highest colonel's will be .9. This is a significant reduction from the prior skill settings. I like that Kiberkiller has a clear thought out set of rules for the mission, but in my opinion, you can get that from any of the Warfare game modes out there. I'm not a big fan on the ability to build forces in the game, so I dont see me converting this mission over to something like that. Now i will let you in on some of my thinking, that I am considering a follow-on mission to Lost that is a more fair fight between two armies, will two large AI forces battling across the map and you are a small part of it. So some of these ideas will surely influence how I proceed with that.
  20. People have been playing this for months now, living with the parameters set in the code, including myself, and at no point did I ever consider this something to "not recommend" playing it. I think that is a bit harsh. But, i could look at setting the reveal to a lower number which should only make the enemy realize there is something there, not a full reveal. Will investigate. ---------- Post added at 02:25 ---------- Previous post was at 02:07 ---------- oh and I'll look at the enemy skills. by no means is every soldier set to super AI. In fact, only those with rank Colonel, which there might be like 2 or 3 on a map, even have the chance of having a 1 in skill. as for viewdistance, again, no effect from my mission, however there is fog set to around 0.5 in the mission file. Is that too high? I could look at reducing it. But overall, i play this mission extensively, and to put it bluntly, after the first couple of hours where you do have to really be careful about what you are doing, the game gets pretty easy.
  21. Saved faction setup : hmm, ill have to look into that Viewdistance : no, i dont force it in my code... I saw in another thread where someone thinks a particular island is forcing the viewdistance where the slider is stuck at one place. Check out This thread
  22. I left out the chernarus pbo by mistake. Sorry. Zip file link updated in first post I'll look into the tier one operators. Should be an easy add As for time of day I provide a skip 1 hr option on the COMMS menu. Either under general or mission. Just use that to bring the sun up. Thanks for the feedback!
  23. markb50k

    Chechen Rebels

    UPDATE: I have now included an optional config PBO that will give you the option of having the Chechen's as OPFOR. This will allow you to have them be one of the included enemies in the mission. Because the original mod's forces and my config soldiers are different classnames, you could technically have Chechens fighting with you and against you, lol. Thread
  24. markb50k

    Iranian Forces Mod

    I am proud to announce that the Iranian Forces Mod is now supported in my SP mission LOST. At mission start you can now add into the mission any/all the following forces: "@IRAN Infantry", "@IRAN Conscripts", "@IRAN Rev. Guard", "@IRAN Marines", "@IRAN Commandos", "@IRAN Vehicles", "@IRAN NLA", "@IRAN NLA Vehicles", NOTE: Since IRAN is INDEPENDENT and NLA is OPFOR I have also included a special config i made that will allow you to use IRAN as OPFOR and NLA as INDEPENDENT instead. Thread
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