Jump to content

markb50k

Member
  • Content Count

    542
  • Joined

  • Last visited

  • Medals

Everything posted by markb50k

  1. Features: Version 4.6: - fix : LOST -error due to missing default faction name - new : USERCONFIG option (MB_DrownDamagedSoldiers). Set to 1 in userconfig if you want highly damaged soldiers who are stuck in water to be killed by the game. Not sure this is something very useful but it was a user request. Leave set to 0 to get normal vanilla behavior; - new : on intial setup screen a new HINT will show the resulting force size when you change the overall strength or relative strength numbers. now you have better control over how many groups will spawn in the mission.
  2. yeah, even if you dont select a faction for independent, if you set RESISTANCE to THIRD SIDE on the first screen, the game will still try to spawn a third alliance, and will choose NAPA as default. so, to prevent that, just set RESISTANCE to either FRIENDLY or ENEMY. ---------- Post added at 17:11 ---------- Previous post was at 17:07 ---------- ah, well ACE perhaps although i think ACE works if you keep everything else vanilla also, when spawning, i use randomness to determine the AI's rank and skill. but other than that, AI mods that affect behavior should work fine. mods that alter sounds should work fine as long as the other mods you use in the mission support them. nothing in the mission prevents any of those other mods from working with it.
  3. Not really. If I've added them I like them enough that I use them. Like I said I'm running pretty much ALL the mods at the same time. But I did get crashes and am now going through all the mods and making personal tweaks to remove config errors and bugs The biggest perpetrators are troubles harrier lynx and gazelle which add an extra turret to every helicopter in the game because of a config issue The South Korean troop pack also overwrites the base class on cfgmodels and puts a bug in it which may cause issues I'm still looking at others but generally they are stable. I play with vme in all go throughs and I haven't seen the issues others get
  4. Well, the first answer is, woodland maps are much more labor intensive than desert, so thats why chernarus (well known to be the one of the worst performers) and Lingor are worse than Takistan. But further than that, I'm not very well versed in performance settings, so I'll go a different route... Give yourself a baseline by restarting the mission and set the number of forces way down. Like set overall strength to the lowest settings, and set all the relative strength values to 25%. A little hint should pop up showing how many groups will show up. Shouldnt matter how many factions you choose, but recommend selecting 1 from each side. Also, are you playing LOST mode or normal Apocalypse. LOST spawns a bunch of stuff at the beginning, Apoc spawns a smaller amount and it keeps building over time.. just wondering.. ---------- Post added at 14:47 ---------- Previous post was at 14:45 ---------- I'll take a look. Right now I'm doing alot of work with the supported armies and mods to get them to run better. a selfish endeavour, i know, but I'm getting some problems running around 1000 pbos at one time, lol. I'll probably put out a new version of the mission in a few days.
  5. yeah, i added support of all of Trouble's addons to my mission, and they are full of errors. good models but the configs need some work. rule 1 : dont overwrite base classes, and he does alot of that. I've actually cleaned up a few of his configs, including this one. I got your PM, and will work on it and get it to you.
  6. singleplayer, vista. the only thing i can think is that it might be an issue when you spawn them dynamically. because i dont get the issue when you place them in the editor. thanks for the updates!
  7. Hi Vilas, Im having some issues with your new p85 addons im getting a pretty consistent CTD and each time it happens this is in the RPT file at the end class HitPoints::HitRGlass not found in p85_brdm1_at_base class HitPoints::HitLGlass not found in p85_brdm1_at_base class HitPoints::HitFuel not found in p85_brdm1_at_base ======================================================= ------------------------------------------------------- Exception code: C00000FD STACK_OVERFLOW at 00944E42 so i added these entries to your hitpoints arrays in p85_cars_cfg and p85_config class HitRGlass { armor = 0.5; material = 0; name = "sklo predni P"; passThrough = true; }; class HitLGlass { armor = 0.5; material = 0; name = "sklo predni L"; passThrough = true; }; class HitFuel { armor = 1.4; material = -1; name = "palivo"; passThrough = true; }; and the crashes stopped. This is similar to the issue you had in your vilas_cpl_core that I believe i reported to you on your WIP site
  8. looks great, and the vehicle purchase makes sense in your storyline
  9. markb50k

    AC130 Gunship

    Cool, thanks.
  10. you could use some of the German Mercedes Wolf trucks, like from Dutch Armed Forces of BW Mod
  11. if you know how to edit, you never need to create. Just figure out what base BIS class you want to start with, most likely USMC and go from there. also, i'd recommend looking at other mods like PCDF and see how Gossamer does his configs. Theyre very straightforward. Once you have a working beta, and put it out to testing, i , and most likely others, can definitely help clean up the configs.
  12. markb50k

    AC130 Gunship

    Understood. but since there exists an already created workaround that works for some needs, do you think it would be possible to add an AC130_AI class that is the old version of this mod with the attachTo strategy, and release it with the new AC130 class?
  13. markb50k

    AC130 Gunship

    Yeah, did a test of the new version vs the old "attachTo" version, and for AI, at least, you'd want to use the OLD version. Any chance you could release both vehicles in your updated pack, so mission designers could have a choice of an AI-supported version? And, if not, are you planning on addressing the issue with AI not traversing?
  14. markb50k

    AC130 Gunship

    ok, and what does it mean that AI controlled turrets "dont work"? They wont get in on their own? wont traverse? Wont Fire? Trying to figure out if I want to support this version in my mission. Thanks for the help.
  15. ok am adding in a check when an AI group gets new orders that will detect soldiers in water that are majorly wounded (canMove = false). It will kill them if they are. Its a configurable feature that will be by default=OFF
  16. markb50k

    AC130 Gunship

    looking at the config... what is it exactly that had to be done to get these turrets to work that folks werent doing earlier? They look just like normal turrets on land vehicle configs...
  17. Yeah, I understand. Since that functionality has no real use in Apocalypse, I dont want to put those dialog drop downs in. I feel that with an overall strength modifier, and a specific modifier for each side and unit type, you still have ALMOST the same capability. To assist in this and to make it more obvious, I will add in an updated hint that will show what, given the current settings, the number of infantry/vehicle/air groups will be in the mission, based on the map size, and the choices you have selected in each of the dropdowns. While you are in the initial screen, it will stay updated as you try different combinations and choices in the dropdowns. This should give you the ability to see, by real numbers, what will be in the mission, and it should give you something close to what you had in the original LOST. That's about all i can do for that. - repair kits, first aid kits, fuel cans, and even money all can show up in house searches, and in vehicles, ammoboxes, and on soldier corpses, even in LOST. - in any case, if you are running another mod that has its own healing/repair functionality, that should still work. In other words, you'll have a choice. you can use my stuff or just ignore my stuff and use ACE bandages and Jerry cans. I think that is what you were asking. Or use both in concert, to your liking. - good to hear you still are running an old LOST mission, and yeah, the eventual lag is one of the main reasons i merged LOST into APOC. I really improved the backend processing and scoured the code looking for any spawned processes that don't ever die, since those eventually drag the fps down. I am very pleased and quite comfortable that the new APOC/LOST is a mission will not degrade when played for a long time, other than the normal degradation that more forces would produce if a sufficient number of AI aren't killed off over time. - as for adding in towing, repairing, or medical systems, those are all things i can consider. I dont ever see me putting as much complexity in these systems as ACE however, so expect any new ideas to be straightforward, albeit simplistic, ways of adding some logistical choices to your experience. - as for killing off soldiers, stuck in water, that seems to happen automatically in vanilla yes? at least i notice on certain maps like Panthera, that AI stuck in the rivers die off eventually. So i COULD look at a feature that is configurable in the USERCONFIG to kill AI that are damage > X% and their position isSurfaceWater true? Would that suffice?
  18. Features: Version 4.5: REQUIRES A RESTART TO GET FIXES/TWEAKS - fix : LOST - error in FSM process that prevented actions and radio task being completed - fix : LOST - intel was showing civilians as enemy - tweak : cleaned up how i store all the classnames. savegame file size should be smaller. Touristo: I'll reply with some comments in a bit to your questions..
  19. if you do use Trouble's gazelle or lynx, be advised there are a few large errors in the config, which add a second turret to every helicopter in the game. I can assist in getting them up to snuff if you need.
  20. Are you familiar with the High Command module? These groups are added to your "High Command". Unless you've changed the key-bindings, all you have to do is hit Ctrl+Space and on the bottom of the screen you'll see your squads. Let me know if that helps.
  21. FYI, the next version will be adding some performance tuning to help reduce savegame size and handle situations where you are running a ton of mods/armies at once. I've been noticing some issues when youre pushing the full capacity of supported mods, which I do regularly. It will require a restart if you elect to take the new version.
  22. link changes when i update the file. check the first post for the right link
  23. yeah, i put the document up there intending to have it be downloaded. for some reason it tries showing it in that on-line document style. So yeah, downloading it is better. as for getting more forces, yes, speeding up reinforcements is the only way. the initial size of your starting forces is pretty much static, other than being affected by the map size. youll start off with more on Chernarus than Zargabad, for instance. STAY TUNED FOR A NEW VERSION... ---------- Post added at 14:51 ---------- Previous post was at 14:31 ---------- Features: Version 4.4: - new addon : Sahrani Rearmed SLA Troops (SLA) - new addon : Sahrani Rearmed SLA Vehicles (SLA) - fix/tweaks : numerous
  24. Added link to FAQ on first post. Let me know if there are things i missed, that you need explained better. I'm sure i forgot something. I'll try to keep it updated. (CHECK FIRST POST FOR LINK TO THIS FILE)
  25. I'll try to put some quick and dirty listing of useful features on the first page in a day or two to help out Recruit. Select the friendly unit in map. Bring up COMMS menu. Select recruit group or recruit particular soldier type. You need enough points. Circles are objectives. Color denotes friendly enemy etc. they just mean that it's a location a particular side will be sending troops to capture. They change throughout the mission as progress happens
×