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markb50k

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Everything posted by markb50k

  1. unlike LOST i dont cache any troops, for just that reason. since troops and fast moving aircraft are constantly moving around all over the place it doesnt make sense to be spawning/caching troops constantly. I'll think more on it and maybe increase their numbers a bit, to give more of a "defending" stance to the side you pick as a defender.
  2. Version 2.4: - new addon : Python.au's Aussie M1A1 Tank - new : Mobile HQ vehicle is now a requestable reinforcement. - new : Personal Cache is now only awarded with Mobile HQ - new : numerous upgrades to Mobile HQ now available : repair point - cargo crate spawns near HQ where you can repair vehicles MASH tent - tent spawns near HQ ammo replenishment - vehicle ammo replenishment provided by personal cache. This used to be default behavior of your cache. now it must be purchased. refuel point - barrels spawn near HQ for refueling static weapons - you can upgrade to add a static MG, AT, AA, Grenade Launcher and Mortar. Each a separate upgrade - new : Loss of Mobile HQ loses all upgrades and weapons stored in personal cache - new : Enemy AI will also have Mobile HQ. Destroying it will delay reinforcements. Capturing it will net alot of ammo/weapons onboard - new : with Enemy HQ will be an enemy Group Leader. Kill him and receive bonus support points and additional delay in reinforcements - new : Enemy HQs will generally travel around friendly held territory - new : ability to RECALL AI house search parties - tweak : Houses searched by AI will give player 0.5 support points (50% of what they'd get searching themselves) - tweak : camp capture radius for player's group has been reduced to 25m. AI radius still 150m - tweak : initial support points now selectable on mission startup
  3. some beta testing feedback on the mod. I had to install all of ACE/ACRE/Jay2ArmaLib and am having some issues. I have ACE installed but I am getting an error message when loading your troops in my mission saying it cant find CfgWeapons/ACE_Glock17. It finds other weapons. will try to look through your configs to see where that is referenced if you dont know off the top of your head. Also, ACRE keeps telling me that Jay2ArmaLib is not installed correctly, and in fact the PostInit XEH code is throwing an error to my "showscripterrors". I even downloaded the latest version of Jay2ArmaLib from Armaholic, but still getting that error. Any ideas. Finally, would you be at all interested in me giving a go at a non-ACE config for you guys. Running my mission with your troops and all of ACE/ACRE running is giving me a significant FPS drop. I can work on it and send it to you. It will definitely give your mod a greater potential at being downloaded. Just let me know.
  4. markb50k

    Project CDF

    Hey gossamer, while you were responding to Sakowski, FlyVenom put up some bug reports. Dont know if you saw them. I'll be adding Apoc support for 1.05 as soon as possible. Thanks for the release!
  5. Awesome. I'm about to release a new version. unless i discover a good bit of free time I will try to get the Huergenwald map out in the next update after that one. will need to check it out. Appreciate the work, man. Definitely gives me a better feeling with the contributions i'm getting from the community!!
  6. well, currently, some camp types already support static weapons because they are part of the object compositions.. for instance the medium camp template includes static guns in addition, groups that receive a "CampPatrol" order and are near a camp will automatically mount those weapons. But since camp patrols seem to be rare (still looking into that) you normally dont see it. So, the possibility exists that will happen. of course, i could code it so that troops actually get spawned at mission start to represent a side already entrenched, but that will add to the amount of AI on the mission and will take up group slots, so there may be a performance hit. Thoughts? BTW, added new objects to represent a refuel point (barrels) and repair supplies (cargo box). All of these plus the static weapons will be able to dragged and rotated to set up your camp proper. ITs coded but not tested. Also, added the configurable starting support points : 0, 100, 250, 500, 750, and 1000 points.
  7. markb50k

    Australian M1A1 Abrams

    Thanks for the new unit! I'll probably add it to my mission! FYI, i believe that ANZAC mod has an Aussie M1A1 AIM as well
  8. FYI, i added in static weapon upgrades to the MHQ, and your #3 point is pretty much how i coded it. when you unpack youll always get the personal crate, but you may get a MASH tent, or static weapons depending on your upgrades. I could look at different objects to represent the fuel and repair points. will investigate. Adding camonets and sandbags I guess is possible, but its alot of code to keep track of them with placement etc for a bit of eye candy. not in my priority list As for starting support points, thats a pretty easy option to add, will try to get that in. SecOps, from what i know of that, the idea of randomly spawning enemies/missions/friendlies out of nowhere is just asking for trouble. For someone using all BIS units i guess it would be less intrusive but if you doing a Molatia vs Russia scenario and your secops modules starts throwing down US Marines for SecOps, it wouldnt make sense. Plus those secops troops would be capturing camps randomly when they spawn. The effort to integrate a random-scenario generating system perfectly into the setup of the mission is not something i want to deal with, unless i was building it from the ground up.
  9. for the mobile HQ, this is what i have coded so far: - you have to request it, and it costs 1000 support points. - you cant use the personal cache without the HQ. - when you get the HQ, you can "Unpack" it and the cache appears nearby. The HQ vehicle doesnt change to the static version, since i am adding support for all HQ vehicles in all the factions you can request. Instead the HQ vehicle is setFuel to 0 so it cant move unless you "Pack" it again. - "Packing" removes the cache from the area, plus any other upgrades you have bought. - Upgrades available (new menu under the Support menu): Reammo point, Refuel point, Repair point - all of these are features that the personal cache can now have depending on if you buy each upgrade or not Medical Tent - spawns a MASH test near the HQ when unpacked. Tent is deleted when you pack. If you lose your HQ, you can request another but the cost goes up by 1000 points each time A driver comes with the HQ vehicle when it arrives Should be able to release soon.
  10. SP-wise, both of my missions support Lingor, and Apocalypse supports Dingor as well.
  11. markb50k

    Project CDF

    Pcdf already has two cargo planes in it and c130 for sure Groups are an easy config add. I'd recommend you looking at other mods see how they do groups and then do your own groups. If they are done well you can give them to gossamer and that will save him some work. Just my two cents
  12. I don't run either and I'm pretty good at configs so I can try them with my mission. Trust me if there are some issues I'll find them pretty quickly
  13. I just wanted to thank you for the really nice map. I had to do a quick tour of it by foot to make it supportable by my mission. I hand placed a bunch of areas that represent flat areas. If you like, you can download my mission, see the locations, and actually update the config of your island to add in these as FlatArea locations if you want.
  14. Awesome man, look forward to seeing it! ---------- Post added at 11:06 ---------- Previous post was at 10:56 ---------- Alright let me look this over. i'll be looking for the basic ideas here and come up with a simple start to this functionality of a HQ vehicle. It wont be nearly as feature filled as what you describe, unfortunately.
  15. hmmm, i kinda like the idea of the cache being a vehicle.. it has some problems with storage etc and what if the vehicle is destroyed, but i'm interested in the idea. Tell you what.. since you had the idea, i would like for you to think the idea through a bit, and come up with the full idea.. meaning how would it work? how does the player get it? is it given to them in the beginning? what happens when its destroyed? does it have all the capabilities of the current cache? basically, i like the idea, but honestly its easier for me to keep it versus thinking up all the implications.. so if you could assist me in that, it would be great.. as for respawning.. if you could point me to one that does it i can take a look at it.. i dont think it will work, but i'm willing to consider it.
  16. Getting helicopters to behave perfectly is an issue I could spend the rest of my adult life on so I really don't want to keep chasing the AI issues with them, so fast roping is not in my plans especially since even the mods that allow it need the helicopters compatible and it would be too hard to get all the helicopters I support to work with it Player capture radius smaller, yeah I could look into that. Not sure I'll add a timer, since I'm trying to keep scripts to a minimum I also get very frustrated when helicopters just circle around without proceeding to their destination. Some units like the Japan ch47 I had to remove from the game because their so terrible. I can add an action to the helicopter you start on that will put you immediately at your invasion target. You can choose to use it if your helo acts the fool
  17. Version 2.3: - new island : McNool's Aliabad (thank's ht-57 for the assistance!) - new : ability to turn off just enemy group markers for more immersion - tweak : reinforcements created during initial invasion not determined by need. This functionality takes effect after the battlefield situation develops - tweak : use SideChat for many messages instead of Hints. Still some hints but less now - tweak : many soldiers due to poor drop areas were losing their weapons in water. Game will automatically rearm them periodically - fix : sometime door searching groups were creating waypoints to bad location. If this happens they will now just rejoin your command instead - tweak : your personal cache can now be dragged for better tactical placement
  18. yeah its no big deal.. just less locations mean its easier to win. added in a bunch more and should be releasing new version soon.
  19. on my pc, Backspace does exactly that. working on Aliabad, i'm adding a whole bunch more locations. I think you put down like 20 or so, which is great, but the game needs a whole lot of possible locations to work right.. should be done today
  20. Thanks man. Will check it out and probably get it released for all this weekend! Thanks for the grunt work!
  21. ok, so remember camp icons get placed down at locations where the engine will create camps AND a camp icon gets put at each city,town,village name. If you are seeing camp icons at the location where the city name is at the camp, thats good, but you wont see any sandbags or static defenses there. If you see a camp icon away from a city not right at the name on the map, then that should have something placed there. Sounds like you are close. To see a good example mission with camp locations put down, check this which is Lingor's //for this island, if there are no defined build areas : FlatArea, FlatAreaCity, FlatAreaCitySmall, StrongpointArea, use these positions GlbCustomCampPositions = [[6969.24,5258.8],[3127.6,4772.64],[3195.1,4856.94],[2418.01,4802.62],[2836.39,5399.89],[1827.29,4362.92],[1159.62,5731.39],[2246.57,8361.63],[6348.66,6045.64],[6241.09,6117.36],[7419.85,767.094],[551.975,1164.01],[456.439,1719.91],[982.52,1875.51],[1088.2,2233.56],[3420.92,2734.54],[3908.03,2501.5],[4178.7,4427.4],[3403.91,4656.44],[3854.31,4962.32],[5879.08,1968.5],[4423.52,1554.09],[4257.89,1531.12],[4256.02,1052.83],[4643.38,2298.51],[3614.41,1371.33],[2451.35,1616.71],[3035.52,1556.58],[3707.72,2103.32],[3579.45,2051.43],[4041.98,1668.94],[4220.73,2166.42],[4449.85,2254.88],[2115.44,1739.25],[2985.74,6646.64],[3089.79,6607.75],[2664.64,6825.29],[4256.67,7749.74],[8268.32,757.361],[8229.87,1314.33],[7837.16,1461.94],[7632.1,1497.11],[7500.95,1688.98],[7245.09,1877.44],[7510.67,2318.85],[8303.39,2244.48],[8443.2,2568.23],[8257.76,2982.31],[8178.43,2649.76],[7843.55,2583.82],[3580.03,8147.21],[4415.91,7647.65],[2948.09,6917.58],[6997.76,6659.8],[6078.93,6903.07],[8840.96,7912.25],[8736.62,7170.94],[9113.17,7059.31],[8565.76,8885.08],[8441.43,8773.81],[8752.67,7555.65]]; //smaller areas GlbCustomCampPositionsSmall = [[6602.76,5300.5],[3708.91,4188.21],[2906.37,4960.74],[2738.92,4937.44],[1991.96,4585.35],[1992.01,4645.86],[1729.42,4423.28],[1894,4365.2],[2381.15,4166.78],[3240.59,3679.39],[2171.82,2902.72],[2023.91,3891.41],[734.458,5081.27],[855.296,5153.29],[886.158,5298.31],[990.269,5540.43],[1234.48,5739.34],[1239.6,6202.45],[712.447,5571.15],[549.65,5300.85],[6898.25,4332.67],[7119.68,4580.09],[6633.79,4896.93],[6637.22,6143.93],[6711.64,6063.92],[6774.39,6098.25],[6869.89,6097.29],[6664.1,6431.73],[6253.18,5713.49],[6315.14,5460.85],[5788.65,4709.67],[5761.01,4334.69],[5632.51,4553.34],[5592.78,4459.58],[5884.72,4134.85],[5936.11,3862.24],[5560.06,3438.14],[5098.94,2996.7],[6665.5,3029.72],[6720.85,2970.43],[6714.14,2868.51],[4935.64,1179.96],[5304.57,1027.43],[5580.85,1108.84],[6951.66,1263.8],[1064.5,468.131],[1113.38,861.397],[616.621,812.877],[622.355,875.152],[436.106,996.06],[707.972,945.414],[564.256,1078.95],[456.586,1528.65],[550.916,1461.36],[416.279,1573.38],[546.764,1809.02],[548.315,2033.96],[824.522,2185.53],[925.472,2124.83],[1106.45,1550.47],[1155.03,2246.74],[1056.39,2321.22],[577.563,2662.89],[1179.12,2672.83],[1048.69,2060.41],[1442.27,1858.11],[2675.61,2720.04],[2479.67,2584.47],[2153.81,2710.9],[2227.32,2600.34],[3407.65,2809.83],[3471.49,2853.06],[3695.66,2954.51],[4159.39,2432.47],[4146.43,3692.83],[4396.26,4527.67],[4347.94,4524.3],[4222.96,4695.21],[3971.34,4780.86],[3378.53,4438.61],[3246.73,4514.66],[3736.35,4945.64],[5990.91,1653.65],[6000.99,1760.97],[5976.04,2017.73],[5254.07,1992.29],[5324.23,2194.11],[4359.28,1553.44],[4359.26,1906.44],[4185.05,1332.39],[4554.47,1996.84],[4708.14,2213.45],[3654.41,1508.4],[3641.88,1572.86],[3718.47,1668.43],[4084.79,1114.46],[3964.36,1358.73],[3014.58,1207.91],[2507.74,1322.9],[2444.72,1367.11],[4098.36,2190.54],[4046.72,2178.98],[3464.79,1848.46],[3527.54,1856.79],[3004.69,1995.87],[1380.76,1399.91],[1288.87,1245.32],[2181.18,1033.52],[2469.83,1101.52],[2569.03,1152.98],[1718.95,652.267],[3167.17,6709.67],[2934.45,6748.46],[2864.87,7103.31],[2601.44,7442.53],[2711.62,7879.28],[4145.24,7841.58],[4805.73,7016.31],[4148.61,6100.9],[3605.39,6039.45],[3643.96,6168.73],[3408.06,5892.73],[3310.47,6287.96],[3007,6120.85],[8392.35,785.205],[8065.92,1118.07],[7605.46,1627.94],[7369.08,1854.74],[7634.39,2073.7],[6884.29,2200.36],[6959.87,2306.23],[7216.83,2220.53],[7299.11,2446.57],[8336.92,1925.91],[8337.18,2098.64],[8446.04,2177.25],[8294.25,2379.72],[8411.67,2836.2],[8313.15,2768.97],[8268.93,2628.82],[7991.47,2748.28],[7804.25,2759.14],[7757.96,2827.41],[7842.26,2992.65],[7506.62,3079.53],[7430.2,2941.74],[7380.99,2656.17],[7417.3,2464.75],[6735.56,1808.78],[3058.18,8171.13],[3133.82,8027.92],[3362.35,8229.98],[5154.64,6872.37],[5093.11,6942.84],[5143.72,7305.88],[4416.85,6191.96],[4630.26,5538.22],[4940.3,5637.69],[4627.65,5674.25],[5254.59,5559.55],[5374.9,5342.28],[5576.89,5353.16],[3245.69,6375.76],[7196.92,6744.55],[6958.27,7172.19],[6154.81,7174.51],[9186.87,8282.64],[9176.16,8577.39],[9170.65,8482.89],[8753.68,8214.79],[8445.95,7401.5],[8854.82,6902.53],[8332.93,8945.26],[8350.77,8803.34],[8444.42,8558.48],[8441.75,8186.72],[8500.78,7987.13],[8516.18,7879.46],[8752.98,7629.71],[8821.14,7562.32]]; //if for some reason the flatareas on the config of the map are messed up (like JadeGroove) set this to false vUseConfigFALocations = false; [] call mb_fnc_composition_woodland; GlbBoatLocations = [[8359.13,7726.36,0],[2872.23,8096.63,0]]; vWeatherModel = "arauca"; in your case i would do the following... - delete the GlbBoatLocations line. I'm guessing Aliabad doesnt have any open water right? If it does i usually put some in-water near-dock locations here. The engine will spawn a fishing boat there when the mission starts. It helps if you have to travel over water and dont have any air assets. - use the vWeatherModel line that another desert map uses like whatever string Takistan uses.. - keep the vUseConfigFALocations = false. This will clean the slate and only the flat areas you put in the first two arrays will be placed on the map. the city's will still get there camp icons, dont worry about that. - for the first two arrays, they are pretty self-explanatory.. the GlbCustomCampPositionsSmall is for smaller open areas, figure if you have around 10m room in all directions. the GlbCustomCampPositions is for larger open areas, figure 20m all around clear and flat. remember, whatever locations you put in here, the game may put bunkers, tents, etc. so they dont have to be perfect but dont put them on the side of a mountain. also, the small locations will only pick from smaller bunkers to place there. The larger ones can get any of the large base types, like the radar tower or the fuel depot, so make sure any area you put in the GlbCustomCampPositions array has plenty of room. The game normally tries to place down between 100-150 locations so putting down at least that much should give the map plenty of randomness in where things are placed. Good luck. If you get this down, or others reading this can follow what i am saying, there is no limit to the islands we can support on the mission.
  22. If you want to turn off all markers, i already give you the ability to do so, in the COMMS - Support - Markers menu (0 - 8 - 5 - Markers) I use Eliteness to unpack PBOs Eliteness (link is slow from my computer. maybe you'll have better luck
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