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markb50k

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Everything posted by markb50k

  1. Version 2.7: - new addon: DDAM (Danish Defense Army Module) - new config : NON-ACE for DDAM - use this if you want to run DDAM without ACE (plus you'll have to remove 2 pbos from DDAM : ddam_info_ace and ddam_m1045a2_ace) - new addon : SFP - Swedish Forces Project - new config : NON-ACRE Config - use this if you want to run without ACRE (plus you'll have to remove 2 pbos from SFP : sfp_ra145 and sfp_ra180) - new : ability to set the speed of reinforcements (option on SETUP screen) - new : ability to set the amount of support points awarded during the mission (option on SETUP screen) - tweak : better messages when requesting HQ upgrades - fix : selecting less than 100% overall army strength caused a error where no forces were in reserve - fix : when skipping to start point, HQ vehicle could not spawn static defenses properly - fix : when recruiting nearby soldiers, you could in error recruit yourself. ---------- Post added at 23:33 ---------- Previous post was at 23:30 ---------- well theres a new version out. try that one. Also, depending on how quickly you run through the initial screens, it may take a while to initialize camps. you may want to wait a bit.
  2. increasing the number increases the chance a particular faction is chosen randomly when a group of that side is spawned. i explain it earlier in this thread and in the LOST thread.
  3. Yes and XP multiplier as well, plus some support for a couple of larger well-known mods
  4. found the issue with selecting 50% strength. It was setting your total forces to 0, which was why you werent getting any more reinforcements. found issue with the HQ not spawning static weapons. only issue was when you skipped to start location. will be fixed in next update
  5. Faction choice wouldn't have much to do with it but the 50% forces might. Combined with a small map like zagrabad which also lowers total army size you may have lowered it so much that you ran through the reinforcements. Will check it out. Also will look at a xp multiplier on how much you earn to lower difficulty or raise it ---------- Post added at 15:13 ---------- Previous post was at 14:45 ---------- need to know what side is your friendly side, and what factions you chose to be your friendly factions. Sounds like there may be a problem with one of my entries for the AA static type.
  6. Yes it sounds like you are definitely having some issues. If it doesn't show anything inbound that is an issue. Fsm processes run the reinforcements and it sounds like your Fsm is stopping for some reason. I've never seen this and I don't have the new build either so maybe that's it. What does it say about reserves which is the second part of the order of battle? Also that would explain why your troops are not moving around. Another Fsm sets objectives. Do you know how to run the game with the -showscripterrors option. I'm almost positive you are getting an error that is either preventing the fsms from being called in the code or something.
  7. my only advice would be to see which of RUBE's weather models is most rainy. then change the missions init_island file to use that model.
  8. AI doesn't use support points. It just follows the schedule of reinforcements. Again I can look at speeding up reinforcements Keeping a steadier flow of forces will prevent bogging down and improve the flow and action ---------- Post added at 13:30 ---------- Previous post was at 13:28 ---------- Good idea. I can do it for each side like the relative strength ratios so you can adjust difficulty. Easy add
  9. Yeah or we could add more camp locations away from the center. Maybe you could help me with that? If you can follow the instructions I gave ht57 on how to add more camps. Basically adding some arrays to the init_island.sqf. Result would be a better dispersion of the fighting
  10. The points aren't used up. It's just that once the initial groups are attrited there's waits between the new reinforcements. I can look at speeding up reinforcements when a sides forces are low
  11. Packing and unpacking take some time to happen are you waiting until it says hq deployment complete? I can't reproduce your error so I'm trying to figure out exactly what's going on Respawn happens automatically when you die. There isn't a menu option for it As for your friendly groups you can see what kind of missions your forces are doing by viewing your order of battle display. 0 8 5 1 Foot patrols can either be long range patrols or camp patrols. Camp patrols stay near a friendly camp. Long patrols pick an objective to travel to, one of the blue circles. The waypoint doesn't get put right on the objective but progressively placed towards the objective as it travels. Mounted patrols do move straight toward an objective. See if That makes sense with your situation ---------- Post added at 04:49 ---------- Previous post was at 04:45 ---------- Not since I changed the way weapons and ammo are placed. Basically a random soldier type is chosen and the weapons and ammo from the config entry of that unit type are added to a box. Its much less coding for me and it gives me the effect i want. So a replacer config of rhs weaps for vanilla weaps would automatically work or adding a faction that carries those weaps would be another option
  12. Seems youre playing a completely different mission than everyone else... - when you order a mortar, you have to "PACK" then "UNPACK" your HQ again to get the upgrade. I will be putting a quick Hint up that tells you that in the next version. - you have the ability to respawn already. read the release notes for vs 2.6 in the first post. - not sure what happened with you spawing in the car a million miles away from everything. I've never seen that, but i know where in the code to confirm. will take a look - The AI should be continually moving on to the next objective. You can confirm this by looking at the map, youll see all your friendly forces and their waypoints. If you don't see this, let me know. - I never feel that im fighting things singlehandedly. Most of the kills i see every mission is from AI on AI somewhere far away from me.
  13. I love hearing different folks strategy. Pretty good advice there ht! Remember that if you give your soldiers back to the AI you'll get support points as well.
  14. please confirm you have 2.61 version. 2.6 had a problem in my faction initialization. i put out a version soon after.
  15. markb50k

    Project CDF

    i guess i'm confused. Gossamer you didnt say you were changing classnames right? just where they are class wise in the Faction/Vehicle Class organization right? If thats so, why would mission makers have to edit anything?
  16. hmm, yeah that is strange and you just might have gotten unlucky where some aircraft crashed right there. but yeah blue smoke means a friendly spawned vehicle. so, ill keep an eye out. ---------- Post added at 18:55 ---------- Previous post was at 18:54 ---------- well i dont have a problem with it being put up there, but i likely put out version much quicker than they can be updated on SIX, so there may be times where SIX thinks your version is out of date when in fact you have a NEWER version.
  17. markb50k

    Project CDF

    Good to see the "maturing" of this mod. Its already a classic, IMO.
  18. Thanks for the feedback. Appreciate it. It was a good idea, the MHQ and respawn, so thanks. - Menu : hmm, its something i can look at, although i dont want to add an Action. Got alot of complaints about ever-present actions on your scroll list. But this work will be a lower priority. - Start Time selection. Didnt notice an issue with mine and not sure what you are seeing. But for a one-time use dropdown thats functional, again i'll take a look if im in that code again. - yes, there is no option for 0 civilians period. No dropdown selection just makes the game choose the defaults (Chernarus or Takistani depending on environment). Not sure its a necessary feature as they have no tactical importance (yet) and dont seem to draw on CPU much given how i implement them (they are cached). - all helicopters spawn far out towards the reinforcement entry points (squares lining the edge of the map). Depending on size of map they may spawn closer I guess, since the game figures a point between the entry point and the destination. I spawn them and do setPos them to a very high altitude, but i guess there can always be exceptions especially when AI is concerned. I'm guessing it was a pretty rare occurance, yes? Either way, not much i can do about it, with all the moving pieces, but if i am working on that code, i'll give it another look.
  19. will take a look. ---------- Post added at 10:40 ---------- Previous post was at 10:38 ---------- Not sure that SP type stuff like this is meant for Six Updater. Usually its to keep your MP mod set in sync, yes?
  20. markb50k

    Australian M1A1 Abrams

    Trust me I'm no instigator. But you're right reading his post he was just trying to inform. Thanks
  21. FYI people need not be so scared of six updater. You don't have to use it to sync up mods and complicated stuff like that. If all you want is a download you can just right click on a mod in the list and say update and install and it will copy it down for you. Easy. Then you close it down and it's just like you got it off of armaholic etc
  22. markb50k

    Urban Conquest by tvig0r0us

    ah ok, i thought you wrote that it was already in the mission. Well, cool, any routines you come up for these kinds of things, let me know, and please if you have any questions on how i do my AI routines, dePBO or PM me.. Good luck!
  23. markb50k

    Urban Conquest by tvig0r0us

    question about engineers fixing and medics healing.. could you briefly describe how you are doing that.. medics generally get tasked pretty well by the AI already, with wounded going to medics on their own to be healed.. is yours anything past this? Same for engineers? for which i dont see any current functionality supporting this in vanilla
  24. of course Miles went ACE to start with, which was quite impressive. but i agree, going base to start with, and then either adding ACE compatibility, or getting some community assistance in doing it, is my preferred approach.
  25. markb50k

    Australian M1A1 Abrams

    Still, not sure why there would be an issue with giving the OPTION for mission makers to conceive a situation where Australian forces might be deployed to a desert environment.. Anyways, great addon Python. If you got any more stuff to put out, please do. I'll get them into my mission and give people an easy method of seeing your stuff in action.
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