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mattpilot

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Everything posted by mattpilot

  1. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    Thanks rick! Works nicely! I especially like the the new towns & the fact you set the gameclock to start at high noon . Playing this with only 8 teams per side is unusual, but i suppose better for performance.
  2. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    Ok I figured out whats wrong. The file, as downloaded, does not work. At least not on my end. The problem is actually quite simple. I started unpacking it & looking if al lthe necessary files where there etc.... was doublechecking if the mission was realllly in the correct folder etc.... then it hit me. There's something different about your filename vs the others. I renamed the following: Warfare20coop2011720wacoNa.pbo Too this: Warfare20coop2011720wacoNa.Sara.pbo Can you spot the difference? . It shows up now in the list ... don't have time to test atm, but will play it later.
  3. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    Sorry mate, took a while to test. I've been busy playing darkfall . Oddly enough, the mission does not show up. I got it in the correct folder & all, but there's no 'new' mission to pick. I checked & doublechecked & removed the file again to be sure there was no change. odd.
  4. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    Thanks rick! You rawk!
  5. Eh? works for me. If people are on the ground unconcious or just wounded i got the gear option on em.
  6. Wasn't quite sure where to post this - hope i'm right here . So i opened this file: "config.bin". Has the loadouts of each soldier in it. I opened it with the notepad text editor. The problem is, its not formatted and very hard to read. It has a bunch of squares where there are supposed to be empty lines. Any idea how i can 'fix' this to make editing it easier? Thanks
  7. mattpilot

    How to edit/format this file?

    ha! Thanks.. that did the trick!
  8. mattpilot

    How to edit/format this file?

    Hmpf... not quite working. http://img152.imageshack.us/my.php?image=fuggedupformat.jpg Here's the image of what i mean - How can i make it look organized? Open it with a special editor ?(looks the same in armaedit as it does in notepad) There's gotta be a way to make it look nice - half the files that are alreayd modded have nice formatting.
  9. Try Action menu -> Gear. They only do it at either dead bodies or already places where there is stuff lying on the ground - or vehicles. They don't form a 'pile' by themselves. SO what i usually do is press "G" and drop something on the ground myself (grenade, mag, etc..), and then tell the AI to 'gear', and it usually picks my pile if its closest. You just have to pick it up then ... Can be tricky to select your pile to open up the gear menu.
  10. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    aww comon rick You know you want to edit it and make a few people here happy Â
  11. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    My apologies Doomguy I think i figured most things out now. Thanks to all who helped. One thing left i want to do with WACO is expand it to the entire map. I haven't tried it yet, but would simply swapping the mission file from a full sara mission with yours in WACO do the trick? Also, is there an easy switch i can flip to turn artillery fire missions back on again?
  12. mattpilot

    FFN MOD

    Interestingly, i'd like to to just use the AI changes such as suppression & getting pinned and take out everything else .
  13. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    Gah this is frustrating - I unpacked - opend the mission.sqm with text editor. Did a "find/replace all" with the appropriate MG objects ("WarfareBResistanceM2StaticMG"). Saved.... tried to use cpbo to pack it again. I put it in the correct mission folder, start up the game, load the mission. While it loads it says it couldn't find the init config file. I didn't touch anything else other than the config_structures.sqs to replace MGnest there too. All i can think of is that the pbo repacking went wrong? Â I use cpbo and i right click on the folder where everythign is in and click on -> "create pbo" **EDIT: NM.. i used a different PBO packer and it seems to work now. PS: sorry doomguy - i'll go hijack someone elses thread ;D
  14. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    to change the MG nests over to the 50 you have to do that in the mission editor. For changing out the default loadouts goto Common/Config/Config_Loadouts and edit lines 1250,1251 and for east lines 2175,2176 Hmm.. thanks. I looked at that file and thought those were just the loadouts that one could select ingame in the gear menu on the top left side. As my trusty ol' text editor doesn't show which line i am on (what program do you use?), i'm kinda tappin in the dark here... I assume i have to edit each loadout after ";Loadout templates"and change the following lines on each: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_m = _m + [ACE_HANDGRENADETIMEDTYPE] _ma = _ma + [3] too Is there a way to give them both handgrenades & smoke grenades? I see there's : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_m1 = _m1 + [0] _ma1= _ma1 + [0] But unless i'm mistaken, thats the lower secondary misc slot where bandages/morphine go .. not grenades? Thanks for your help wacko
  15. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    I'm hopelessly lost in the files I unpacked the mission, only to get confused more. All i want to do is replace the MG nest with the MG Tripod (no cover) .... and give every soldier that has a free slot a smoke grenade or two. I looked through most of the files, but i can't find unit specific loadouts. gahhh
  16. mattpilot

    FFN MOD

    FFN is awesome to play with! It just seems that after about 2 hours its causing massive server lag and my frames go from 50ish at the start of the map to about 4-5 after 2 hours. I mainly play warfare with the mods activated in the following order: FNN / ACE / ECS. I can have warfare run all day without FFN, but with ACE & ECS active. I really don't want to give up FFN - its just to good. Is the source of lag primarily a FFN issue or is it a conflict issue between the other mods? I'm using the "MP" config file, as with SP the lag gets worse much faster (since it seems gear drops & stays in the world after corpses leave with the SP version) Thanks for any help figuring this out
  17. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    That's all. Feel free to release your version if you find it works. Doomguy pOop :/ I opened the pbo in text editor... found the lines - deleted them. Saved the pbo .... went to start the game and it gives me an error msg as i go to select a mission. Says the data file is to short.
  18. mattpilot

    ACE WARFARE ICED - HARD

    yea the features look epic, except its a bit to bugged. After a AI squad gets eliminated, most of them stay at the base. They still buy their squad - but they don't move out. So not really optimal for singleplayer. Plus the Gear/Build menu often gets bugged (does not open) that i can't figure out how to fix other than restart the game.
  19. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    @ Eagleone I'm running the FFN / ACE / ECS mod combo (in that order), and i'm also getting that error msg. The game will eventually crash to desktop - can be anywhere from 5 min after gamestart to a few hours later. Quite often i see that error msg you posted about, so i assume thats teh reason. I really hate giving up on FFN - as it adds awesome features to the overall package. I'm not nearly as apt though in modifyng those files to even remotely find the place i should mod as eagleone has found. Maybe we can convince doomguy to release a ACE & FFN compatible version? wat? can't hurt to ask
  20. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    You are using FFN mod ... thats why you see Building materials. Â This is nothing to do with WACO. @mazza - of course. Thats the reason ! [TAO] Kremator I'm aware that the 'building material' thing is a mod thing not related to WACO. I was just mentioning that to illustrate what i ment should be buildable via the "T" menu in WACO using a engineer unit (similar to what doomguy did too the radio guy). Stand close enough to a engineer unit which then would allow the "T" build menu to build those small sandbag walls seen in the FFN mod. Unless i'm mistaken, such a modification would fall within the WACO mod? Sorry for the confusion.
  21. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    RE: building stuff with a engineer unit. I noticed that almost all RACS squad leaders have lootable "Building materials". THey don't show up in the inventory after you take them, but you get 2 new options in the menu - "Build defenses" and "Build Roadblock". Build Defenses puts up a small sandbag wall on pavement or a dirt mound on grass. Build Roadblock puts up a small wire/thingie. You can;t buy these 'building materials' - which sucks, but then again, the feature is a bit ... uhh.. 'bugged'. Only you (squad leader) needs it, and the entire squad builds the objected in a row next to you. Not really optimal in a urban setting. Plus i've noticed that the AI team mates tend to not leave their defensive position regardess if you tell them to rejoin formation or something - they just walk back. Either way - i was hoping the engineer 'unit' idea posted earlier would allow for the building of such small objectives via the "T" menu - instead of having to drag a repair truck along. Please in the next update?
  22. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    Thanks for the info Doomguy! I'll be checking out some of the mods you suggested. I'm being a noob here, but all i gotta do is drop the files in the add-on folder and they automatically load, aye? As for the repair truck - yes indeed it does allow one to build defensive stuff including weapon platforms. As for the 'engineer' unit idea i was more thinking along the lines of only sandbag walls (not the big sand walls the truck allows you to build). I figured as long as 1 engineer is in the group with the 'proper equipment' the entire squad could 'dig in' with these waist high sandbag walls. At least that was the thought behind it.
  23. mattpilot

    Warfare Cooperative (WACO) v1.1.1

    Awesome mod Doomguy! Best one yet I'm having some issues with the AI. It appears that the gunners in any vehicle that i'm in refuses to fire anything until i actually tell him to target it. I set them to engage at will, and 'fire'. And i put their stance to 'aware/danger' - i tried a few combinations. They are really good at spotting everything, but short of me clicking on the enemy to target, they won't fire - or they take their sweet arse time until they are all dead. Overall it seems my own guys (just the ones in my squad) are rather 'dumb'. The enemy & the friendly AI squads, it seems, are much better & quicker at fighting. Maybe its just me though . Anyhow, i'm wondering if there's some lever i can pull in the files to make my guys a wee bit smarter? Or maybe put a option in the buy menu where you can up the Experience/skill level of your recruited soldiers for extra cash Other, related issue - I usually have 3 AT guys in my squad, because usually by the time i run into a a Tank, 3/4's of my guys die due to stupidity. The AI squads call out the enemy tanks, but the AI AT guys don't fire until i actually tell them to target. I dunno - maybe they would if i gave them more time - but by then more people die. Also - they usually miss their first round, and since they come default with a M3 and only 1 rocket, they are more or less useless after that first failed shot. Plus you can't rearm them anywhere unless your at the barracks and do it manually. The supply crates & ammo trucks etc.. only have the M136 Rockets. May i suggest changing the default loadout of the AT gunners to the M136 with 3 rockets so they become a bit more useful in their role? I play your mod primarily because its pretty good for singleplayer. Is it possible to include a 'save' option? I saw you stated earlier (or in another thread) that AI mount up on trucks if their target is more than 500m away. I thought that was pretty sweet - especially seeing that in action. What i don't like is that they nearly drive within a few meters of the enemy before they dismount. I went to investigate and saw that their 'objective' is often at the other side of town - thus they attempt to drive through enemy MG nests to each the other side. Often they don't disembark until their vehicle is unusable - and then of course get shot to pieces because their disorganized and already mostly dead. I don't suppose some tweaks are possible where they maybe stop & dismount a greater distance from their target? And maybe dismount if they 'spot' enemy within say 200m of them? Its just silly watching most of the squads at the beginning of the game buy those trucks - mount up - drive to the next town and just get slaughtered as they approach in their suicide trucks. MG nests - seems to be the bain of the AI. They appear to be unable to deal with it. Its almost game breaking. For some reason the AI can't kill em - i literally have to go to every captured city and make sure all the MG nests are dead. The AI just moves on to the next town - meanwhile the supply trucks all get slaughtered by theses nests until they run out of ammo. I dunno what the problem is - maybe the AI just can't deal with the small hitbox and the fact its covered by 3 sides. May i suggest replacing the MG nest object with the 'unprotected' tripod MG? engineer unit - I like that 'radio operator' unit and figured something similar could be done with an engineer unit (regular inf with a special backpack/secondary equipment). If you're close enough to him, enable the build menu and allow the player to place those small sandbag walls? And maybe other small things easily built 'in the field'. Just something i thought would be really cool . Think thats all the comments i have for now - sorry for the wall of text
  24. I've ran into some problems with the demo. Whenever i play the game, it ALWAYS freezes up into a hardlock with wierd coloured squares on my monitor (not game related). At that point i immediately press the Reset button to prevent any possible damage to my hardware. On normal graphics settings, i usually get about 1-3 minute of gameplay before it happens. On Low settings, i can i play up to about 30 minutes and on high quality settings less than a minute. The thing is, the game runs incredibly smooth on all video settings - i just can't explain the freeze. The video card temp is fine and all other 3d games i have run fine too. I have tried latest video card drivers & older ones. My video card is a Geforce 6800 GT 256mb. I got an athlon 64 3700, 2gigs of ram, & i run winXP. Any other useful information i could provide? I ran a search for anything that sounds similar but have found nothing useful. Thanks for any advice ya' guys might have.
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