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markb50k

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Everything posted by markb50k

  1. markb50k

    F-22A Raptor

    what is actually being waited on? from the release notes it looks as if the plane is pretty complete? I'm considering adding it to my mission so could i get some feedback on what is "missing"?
  2. I understand. Just to let you know, a couple of updates back i put in some code that will automatically accelerate the pace at which reinforcements come in when the number of units on a particular side gets low. In my current run with Zargabad, reinforcements are coming in VERY steadily. I know you were seeing some slowness before, but you may want to try again with normal reinforcement speed.
  3. I think each person's experience is going to be a bit different. one method however to gain points is to do the following... which is what i always do.. help out your side by finding infantry and putting them into vehicles. its the easiest way to gain points. first find an enemy vehicle that is serviceable and empty, or a friendly one that you know isnt claimed by another group, usually its jsut sitting there with a dead driver. Make sure its an armed vehicle. cargo trucks and unarmed humvee wont gain you a bonus. when you have enough to recruit 2 units, 300 points, use the recruit command. get near friendly infantry and recruit 2 soldiers. merge the two HC squad together into one 2-man squad use the "Assign group to vehicle near player" command to have them load up in the empty vehicle. you may have to play around with this as the AI sometimes doesnt realize a vehicle is empty. An alternative is to have the two units join your squad and order them into the vehicle. anyway once they are in, if they are in your squad, select them and use the "Units -> New Group" command. Either way, make sure they are in their own group and in the vehicle. Select their group and use the "Release group" command. They will now go under AI control and you will get a bonus for putting them in a combat vehicle, up to 800 points if its a gunship or airplane. Do this a couple of times ( i find empty vehicles or slightly damaged ones all the time) and you will gain enough points to order reinforcements. Rinse and repeat.
  4. ok, well from your description of the menu options, it seems you havent gotten the latest version, where i revamped the menu's to make them MUCH easier to navigate. I recommend getting that version, you dont have to restart, it will auto-patch you. as for your HQ, sounds like everythings working as it should. once it arrives, wherever you are, the group will spawn with your position as its waypoint. so no worries, its on the way!
  5. i guess it depends. Easiest way to know for sure is to look at the reinforcement display that pops up when you order any reinforcements. Look at the REINFORCEMENT QUEUE and you will see a "HQ Vehice*" with a time of arrival. If its still listed in the queue, just wait until that time. If its not on the queue, it either never got put on there (very unlikely, the code is working properly) or its transport aircraft has already arrived. If it did arrive, its possible that the plane carrying it never got to you (was destroyed by enemy fire) or is aimlessly wandering. In the same display that lists your friendly forces, see if there are any groups on the top list that show "CombatVehicleDrop".. This latter case is probably not what's happening, because if it was, you'd still see a group with a waypoint at your position. So, either it hasnt arrived yet (check the queue) or it was destroyed in mid-flight and you'll have to order it again. Another thing you can check is to see if the option to order a HQ is available in the reinforcements menu. If it is not, then the game has detected your HQ group either inbound or in the queue. If the option is available, then most likely its aircraft was destroyed. ---------- Post added at 14:19 ---------- Previous post was at 14:17 ---------- I have noticed that very early on, if you pick one of the sides to have DEFENDERS "At start:" YES on the initial screen, FPS is a bit heavy because i end up spawning soldiers at every static weapon across the entire map. Try it with no side having DEFENDERS "At the Start" YES. See if that improves.
  6. Thanks for that feedback, man.
  7. The minute this is released the western armies in my mission will be riding in style!!!!
  8. Well let's start with the easy one. When you copy paste the array over make sure you are replacing the empty array that was already there. Notice the [] you left in at the end. Remove that. Leave the semicolon however. Now also realize i am trying to redo the faction names and I changed the names of the main bis factions so you'll have to re pick those when you get in game. I apologize in advance for that As for the performance issue see if playing on a larger map may help. The same number of AI spread out on a larger map will usually result in less fps. ---------- Post added at 03:28 ---------- Previous post was at 03:25 ---------- Configurable AI skill level per side is theoretically straightforward for me to implement in the game so I'll take a look at it. Can't promise anything but it may be a quick fix. Thanks for the idea
  9. not sure it does anything in the mission. i guess you can try it out. i always use Veteran.
  10. sorry, but the short answer is no. the effort to add in the ability for the mission to allow for any combination of allied and enemy sides and factions was a major part of my decision to start the Apocalypse mission concept. I had to rebuild it from the ground up to do so, and I dont think it would be doable to LOST without a major modification. If someone wanted to take up that effort, I'd be grateful.
  11. Thanks for the info, but generally, I am hesitant to start listing all the required addons for all the addons that i give optional support too. I would have to keep updating that list as each mod changes, and it would be a nightmare. From my recollection, most of the supported mods have SOME required addons. very little of the mods i support are standalone. So, basically I am assuming that if someone elects to use one of these mods, they would follow the process they use whenever they personally want to use a mod, which is to consult the readmes of those mods to see the required addons. I think that's logical, yes?
  12. Version 3.1: - new addon : Marseilles77's German Army - Flecktarn troops - new : overhauled COMMS MENU to make it more intuitive and much slimmer. Much less clicks to get to what you want. - new : context sensitive - different options based on if you have troops selected or groups selected or nothing selected - new : very shallow tree structure, most important options at top level - new : by default, Reinforcements/Support/Artillery/Upgrades menus also accessible as actions on your Mobile HQ - new : new options in USERCONFIG to have these menus added as actions to the player instead. See included USERCONFIG for values - new : Reinforcements/Support menus to only show what you have enough pts to buy - new : Upgrade menu to only show what you havent upgraded - fix : reinforcements were not by default trying to land at secured bases - tweak : You will notice the choices in the faction choice dialog are changing. Over the next update or two, I'm in the process of collapsing/combining all the faction choices in the faction menu. For instance, all German forces are combined into one option. Logic will prevent in-active mods from being included. This is an easy way to have all your mods for one country work together seemlessly.
  13. markb50k

    ACE for OA 1.13

    have you tried in your config to add the ace config you are updating to the RequiredAddons field? that should require ACE to be loaded first, which would then make your config override the ace config. Just an idea.
  14. markb50k

    Project CDF

    so PCDF is expanding RF forces RHS AFRF is looking to expanding CDF forces an obvious question is being begged to ask, huh? Two great mods, hopefully we'll see some collaboration.
  15. RHS's RF troops are now selectable in my Apocalypse SP mission. You can now pit these guys against virtually any other mod you want in a full-island battle. Great mod, guys.
  16. Version 3.0: - new addon : RHS AFRF (Russian Federation) forces - new addon : P:UKF's Challenger 2 MBT - new config : new PBO to use Challenger 2 without ACE (use instead of the "ukf_chally2_ace_cfg" pbo that comes with the mod) - fix : LOBO Gulf War Mod config updated again with fixed scripts for Su22 - couple small tweaks
  17. markb50k

    Project CDF

    Looking good. Looking forward to seeing all these forces in action.
  18. If I may ask why not? You provide some interesting variants of the btr70 like CDF versions that people may want to use concurrently against the RF. but like I said they don't seem to conflict because their paths are different. Even the cfgpatches entries are different so no conflicts there either. so as long as you run them in different folders or rename the pbos you should be fine it seems. Obviously your knowledge is the final say in this but it seems there is no issue.
  19. FYI, trying to run the new pack with the old BTR70 addon and the Decals addon, and the PBO names are the same. Not a big deal, since you use different folder structures within, so you can just rename the old ones fine, but wanted to let you know
  20. markb50k

    P:UKF Challenger 2.

    After some research and testing, I have produced a non-ace config... - the only real change is it removes hard ACE requirement in WillyPete Ammo using the BIS explosion effect vs ACE explosion effect - left all the rest of the ACE settings in, so its still ACE compatible - tweaked the main turret to turn engine on - fixed the lack of zoom on the commanders sight - still has the RVMAT error that users reported in this thread. That wasnt something i could fix with a config, but it doesnt effect gameplay. Here it is. I plan on provide this additional optional config pbo with my Apocalypse mission, next update, for players who want to play with the Challenger 2 without ACE with no error popups. players can just use this config instead of the ace_config pbo that comes with the download. If you would like to release this officially with your mod, please do so, and I will remove my pbo from the Apocalypse pack.
  21. uh... drool... looking forward to release. will the troops come with the weapons in their configs?
  22. heh, ill give it a thought
  23. thanks for continued attention to this great addon. can't wait
  24. to make it three way is very simple. in first screen, just make sure you've set all three sides to a DIFFERENT allegience, 1 to FRIENDLY, 1 to ENEMY, 1 to THIRD. Done. to see PMC as your guys, in the NEXT faction screen, give PMC troops and/or vehicles (depending on which you want in the mission) a weight above 0. Since PMC is an incomplete faction, many of their equipment will be the defaults chosen by the game for the environment. But the troops should all be PMC guys unless you gave another troop faction some weight in the friendly. hey just let me know if theres still an issue. ---------- Post added at 10:45 ---------- Previous post was at 10:44 ---------- re: weather settings. i can look into it. as for big features coming up, im at a 'wait and see' point right now. not sure what to add.
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