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markb50k

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Everything posted by markb50k

  1. Well first of all, THANK YOU for your thoughts and feedback on the mission. Its stuff like that, that makes me love doing this.. - base building : you can current "load" sandbag walls and static weapons into your vehicles, unload them and place/rotate/drag them. Did you know this? Adding in a small bit of functionality that allows you to construct a base using the Construction interface (COIN) is a great idea and something i will look into. Thanks. - isnt the current setup allowing you to save whenever you want, basically an easy mode? I dont know how to do the respawn thing so that's my major reservation. plus its a SP mission, not sure how respawns work with that... - when you unload your cache from a vehicle it tries to place it directly behind the vehicle. i can look at using "findsafepos" to get a location a bit closer.. will look into it.. @heklos : since its people's choice if they want to use a certain mod or not, i dont think its a deal breaker if the mod has some issues, on whether we make it supported by the mission. obviously if its a mod that is adding new classnames every week or so, i'd want to wait until it was stable to support it since every time it changes i'd have to edit my faction file. but if you have done the dirty work for me adding in the new array for the new mod, i can add it in on the next release Quick update: Expect in the next update, support for AAW (Australian Army), PRACS, Chechen Rebels, and more French soldier groups, plus support for the newest PCDF. Plus Torabora and a few bug fixes. Right now High Command doesnt work for new missions. I've figured it out and will get the new version out soon, hopefully tomorrow.
  2. quick question, i use a version of your mod in my mission, but i notice that i never see the enemy icons on my map. Is there some configuration or setting in the HC module that you have to turn on to see enemy unit markers? Thanks!
  3. Yeah, ive considered that, and it would be a coding nightmare to do that, so I'm going to say that its probably not something to expect any time soon. LOL. UPDATE: finished coding Chechen Rebels into the mod as another friendly group. After testing, will release with the rest of the new stuff.
  4. LOL, thats an interesting choice. Something even I didnt consider, starting as a NAPA villager. NICE!!! UPDATE: ive finished configuring the Tora Bora map, and adding in PRACS units as well to the mod. Wow, that mod has alot of stuff! Anyway, hope to get a new update out tomorrow after i test it.
  5. awesome, thanks! I cant wait to have some domestics helping me free Lingor from the baddies!!!
  6. @heklos : I'll take a look at the Resistance units and a way of controlling loadout. To add new units just look in init_factions.sqf in the Addon PBO, i belive that is the only file you have to update. if you add in the array for the units then send me the file ill put it in for the next update. @delta : hmm, if you are able to get them to join your player group, then they are in you High Command units. If they are in your high command units then they should respond to you. I dont do anything special there. So, my initial guess is a problem with High Command. sometimes you have to wait a while for a unit to respond, like they are stupid and won't move. I'll take a look at it however anyway. Thanks! And I guess you guys realize this but i forgot to add it in to the update notes, but now you can choose your starting player from any of your loaded west/resistance mods, even if you dont include that faction in the mission.
  7. yeah but the link to the old ones has been taken down too.. anyone point me to a DL of the old version of Lingor troops?
  8. Hey I'm thinking of supporting AAW in my SP mission but since it's a SP mission, AI use of the vehicles is a requirement. I see that there are still issues with the bushmaster. Is this going to make AAW not useable in my mission? Can someone explain how bad of issues are still present in this mod? Thanks. I really want to get the Aussies into the fight!
  9. How have you downloaded the lingor units. They haven't been released yet, or have they?
  10. markb50k

    Isla Duala

    Great island, Icebreaker. Just want to let you know that it was a pleasure bringing all 4 of your islands into my mission. All the Duala forces are available to be used in the mission alongside any other supported troop/vehicle mods, which im adding more everyday. You can even easily use Duala forces on your other islands as well. Thanks for the great contributions to the community. I think all 4 of your islands are great, but i do think your masterpiece is Panthera. so much detail. Mission thread
  11. UPDATE: Operation Frenchpoint is now a supported faction in my open-ended whole island mission, LOST. With the new features, you can now use OFrP forces in missions featuring a growing number of supported islands, allies, and enemies! I also provide the ability for you to use either the Woodland forces, Desert forces, or UN forces provided in this mod. Or all three of them combined if you want. Its up to you and easily configurable via the Faction Editor at mission startup. Mission thread
  12. Hi, Island Lingor (along with Panthera, Duala, and JadeGroove) are now supported in my open-ended whole island mission, LOST. With the new features, you can now use a growing number of supported vanilla and mod troops/vehicles on Any of these islands. Even Cold War Rearmed armies fighting over Lingor against Duala Rebels, etc. The possibilities are endless. Mission thread PS. I dont have any of the Lingor units, but as soon as they are released, i will support them as well. Cant wait to get a look at them!
  13. markb50k

    Project CDF

    Hi, just wanted to let all of you know that PCDF is now a supported faction in my open-ended whole island mission, LOST. With the new features, you can now use PCDF forces in missions featuring a growing number of supported islands, allies, and enemies! Mission thread
  14. quick fix: misspelling of one of the PRSZ soldiers removed bad HK_416 version from weapons list if you DL'd 4.92 please get 4.93 thanks.
  15. BIG UPDATE: New configuration screen that lets you choose the factions used in the mission. Plus some new island and supported mods!!! Version 4.92 In a word - FREEDOM! - Now any Lost-supported faction in your loaded mods can be added to the mission on ANY ISLAND. Its your choice. Want to fight Cold War Rearmed Soviets vs Operation Frenchpoint? How about Takistan and Molatia vs Afrene and BAF? Its up to you. - ALL islands support ALL factions. - island : Jade Groove - island : Isola Di Capraia - island : Nicosia - island : Tasmania 2010 - island : Tigeria - island : Tropica - island : Qom Province - faction : OFrP (French Army, desert, woodland, and UN factions) - faction : Project CDF (both CDF and Peoples Republic of South Zagoria (PRSZ))
  16. well, my guess is that scripts like Actions and ones from the Comms menu are of a lower priority to the game engine, and as such, the more going on, the less important that script is, and you see the delay. With troops nearby, the engine is busy with figuring out certain actions that i enable on all troops, and that is probably what is happening. Sorry if its annoying, but I think that may have something to do with it. As for your question, no, there isnt a major objective to search every house, if you dont search them, then you cant get anything from the searches, so its pretty much up to you what you deem important. If you can think of any extra incentive I can put in to award persistence and searching every house on the map, I'd consider adding it in. Also, if you can think of any other "achievements" let me know. I think it would be neat.
  17. Thanks, yeah i found an old version, and see that they are actually in the mission file. Well, for islands i havent ported yet, this helps me because the positions are already figured out for me, well at least some of them. I usually like random placement of camps in between towns, at intersections, etc. Anyway, appreciate the response.
  18. where did the versions go that are for other islands? And a question to Gossamer, how did you port Warfare to islands like Lingor, etc. My examinations of many custom made maps shows that they either have none/innacurate "FlatArea" locations in the island config, and i believe Warfare module is really dependent on them to know where to put the depots/strongpoints. How do you get around this. for my mission, unfortunately, i have to go through a laborious process of tagging locations on each map manually (with my own script). Just looking for some shared experience, here.. Thanks!
  19. Yeah i notice that too, not sure what that is, but yeah its always on a Resume. My only idea is that since those scripts are in the Addon, on a resume, the game engine has to load the addon again the first time you try to access a script in the addon. If anyone has an idea on how to prevent that, i'm all ears. and an update on what's going on.. in progress: - PCDF compatability - new islands: nicosia, tasmania, tigeria, tropica, qom province - general fixes/enhancements will try to have an update out in the next day or so.
  20. Depends. If you are using PCDF "replacement configs" where the new PCDF units use the same classnames as the BIS CDF troops then they'll show up. If you are using the PCDF troops as new units then they wont show up. Oh, and FYI, since last release or so, the Celle2 version doesnt include CDF at all. Not a big deal for you, since yours has already started. But if you were to restart Celle 2 you would have USMC->BAF only (with FDF if the mod is loaded)
  21. Features: Version 4.91: - NEW : Finnish Defense Forces now automatically included on all non-desert islands if mod loaded - NEW : PMC now automatically included in all desert/third world islands Upcoming: - Jade Groove using NATO vs TK Config - implement Lingor units when new version of addon is out - Tasmania using NATO vs RU Config - Tigeria using NATO/Tigeria vs RU Config (let me know if its good idea to include another OPFOR faction like Duala's MOL) - Qom Province using NATO vs TK Config - Namalsk using NATO vs RU Config - Considering : Iranian Forces Mod - Considering : PCDF - Considering : PRACS - Ideas???
  22. markb50k

    Island Jade Groove

    Hey IceBreakr, I'm busy trying to port my mission LOST to Jade Groove, and I am having a couple of issues. - you dont use any NameVillage, NameCity, or NameCityCapital locations, just NameLocal.. Not a huge deal, but i know some missions look for the city names, since NameLocal's can be anything, like "Factory" or "Gravesite" etc. - the bigger issue is the FlatArea, FlatAreaCity, FlatAreaCitySmall, and StrongpointArea locations. It seems you left in the config all your locations from Lingor! So, there all in the wrong place. Half of them are out to sea and none of them are concentrated around the cities like they normally are on maps. They are titled like 'AFlatC_Camara' so yeah, theyre left on from Lingor! Thought you should know! Anyone trying to run Warfare on it is going to have some issues!
  23. The addon has two main things in it.. - it creates some WEST versions of certain BIS Independents (NAPA, TK guerillas, UN, PMC) so i can have 'good'/'bad' versions of these in the same mission. I hardly use them but i left the code in. - the most important thing it has is all the code that runs the mission. Since I am making so many versions of the Mission PBOs, it became necessary to move all the scripts in the mission to the addon. If i didnt do that, the download for all these versions would be like 10 megs. Now its a fraction of that because all the missions use the common code in the addon. Kinda like Warfare of other game modes. I saw you writing to SaOK to see if he could do something similar to the upgrade script. Its possible, but what that thing does is check a variable in the addon "vVersion" and if the new PBO version is different than the saved version in memory in your running game, it knows the PBO is more uptodate then the mission save game, so it does whatever i put in the upgrade script for that particular version. So for example, lets say i change a script that was precompiled at the beginning of the mission, normally a script change like that wont take affect in a current save game because the mission isnt reading from the file anymore, its reading from the precompiled memory. So, in my upgrade script, i just RE-precompile the new version of the file so that the mission gets the most up-to-date function. For MAJOR changes to the mission, this upgrade process is not worth it, so my auto-upgrade process was only useful once i got to a pretty stable code base of the mission that I knew I'd only need to upgrade in small parts each upgrade. Hope that helps, and I am so glad you are enjoying the mission. FYI, I should be releasing a new version pretty soon. I got the Finnish Defense Forces units automatically added to NATO troops if you have the FDFmod loaded. Pretty cool.
  24. as you see, i mention that you can either add to the addons directory or do a modfolder. I'm sure most people who are concerned with adding to the addons directory also know how to do a modfolder.. i would think? Also, thanks! ---------- Post added at 21:38 ---------- Previous post was at 21:34 ---------- How do you mean? Its not hard to change how they patrol, I just want to know what you are seeing so i know how to address it..
  25. Version 4.9: - new islands : FDF's Podagorsk and Icebreakr's Panthera - install : changes all files, so ADDONS pbo in ADDONS directory, MISSIONS pbos in MISSIONS directory (or use modfolder) COMING SOON! - Icebreakr's Jade Groove island - implement Lingor units when new version of addon is out - perhaps implement FDF units into Podagorsk - Taviana?? - PMC into Duala and Lingor (seem contractor like places)??? - Ideas???
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