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Doomguy

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Everything posted by Doomguy

  1. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi, In my test games I found 1 minute to be the right interval. You could change it yourself in Client\Client_Update.sqs, the line where is says: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (time - _timeSinceLastBountyCheck >= 60) then {... Change the 60 into the number of seconds interval that you like. Doomguy
  2. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Thanks guys! Fixed version uploaded to FileFront. Doomguy
  3. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi all, Here's v1.1.6d ACE. Some small fixes and a little feature that was inspired by rick1965: delayed bounty messages. Download from FileFront Here are the changes: - (ACE) Rucksack of dead soldiers accessible. - (ALL) New re-arming script. Still no proper re-arm of commander turrets. Seems like an ArmA bug. - (ALL) Fix for respawning as team member: would always respawn as first member. - (ALL) Delayed bounty messages. You no longer get an instant message saying how much bounty you get for killing an enemy. Instead, each minute you get the total bounty you have collected in the last minute. - (ALL) Fix for broken radio check when player was dead. - (ALL) Higher RACS skills. About the mando support options: I think some of them you can already do, like buying support choppers. Just use the radio to purchase them from your factory and command them over. About the other thing I'll have to think a bit whether they will change the mission too much. Thanks for the ideas! Doomguy
  4. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    That's interesting because in the last version I increased the resistance skill settings quite a lot... Perhaps its the latest version of ACE that makes it easier? Doomguy
  5. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi John, The squad leaders respawn at the closest factory. Perhaps you had a factory still at the old position? I just did a test driving the MHQ around and respawning squad leader. They respawned at the new MHQ position just fine. Doomguy
  6. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi Doomguy, sorry we didn't get a screenshot, but several of us had the same error, something along the lines of "no player radio...line 56" happened after getting killed while respawning. We were all playing East at the time. I've seen it too. Nothing to worry about, the error is harmless. I'll fix it in the next version. Work-around: don't die Doomguy
  7. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi Eagleone, Sorry to hear that the errors are still there... I played a few games as both EAST and WEST, but I didn't get the errors myself. Could you describe what exactly you are doing, and in what order? What team types do you select for the AI? After how much time do you start getting the errors? Thanks, Doomguy
  8. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Small update released: v1.1.6c ACE. Download from FileFront. Changes: - (ACE) Added more plane variants: SU27S, A10A with Mk82, SU30 with Kh29. - (ACE) Fixed problem in template. Removed left-over BLUFOR officer. Sorry Jora, no fix for the commander weapon re-arming. I tried something but that didn't work... maybe in the next version. Doomguy out.
  9. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi DirkGent, Maybe... I don't have a lot of spare time at the moment, and ACE seems to be the next standard for ArmA. At least, I'm enjoying it too much to shift focus to something else at the moment. Sorry! Doomguy
  10. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Cool, actually I noticed that shooting at the start as well, but didn't link it to the left-over officer I'll try to release a new update tonight. Doomguy
  11. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Thanks Eagleone, I think I found the problem... there is a left-over BLUFOR Officer still in the mission. I put it in during testing but forgot to remove it. That's what you get for rushing it out of the door... Doomguy
  12. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Maybe. What is the problem exactly? Do you re-arm at a supply depot, or ammo truck? Doomguy
  13. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi Eagleone, That doesn't look good. Could you do me a favor and check the debug log once you started the mission. Press CTRL ` (that's the tilde key). There should be lots of messages in the log, could you make a screen dump of the messages on the top of the log and post that somewhere? Thanks in advance! Is anybody else having this problem as well? Some other issues: - The SCARS had to be removed because they crash the game if you have an ATI videocard. They'll be back once ACE fixes the problem. - The "scalar bool..." thing in the gear menu is probably a small mistake in the loadout configs. I'll have a look. - The corrupt loadout of the A10 seems to be caused by a problem in the Extended Eventhandlers. The ACE guys are working on it. Doomguy
  14. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi Kremator, Mando missiles and flares are by default in ACE. Not sure about adding Mando bombs yet, what is so cool about them? Doomguy
  15. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi, I just uploaded v1.1.6b ACE! Rucksack system is working again. ACE 1.02 is required. Download from FileFront. Here are the changes: - (ACE) Fixed rucksack packing in gear menu to be compatible with ACE 1.02. - (ACE) Removed SCAR rifles because of issues with textures and ATI videocards. - (ACE) Added some HK416, HK417, G36, and AKM variants. - (ACE) Added Su-30MK with KAB500 laser-guided bombs to OPFOR airport. - (ACE) Added BMP-2D, and BMD-1 to OPFOR heavy factory. - (ACE) Guided anti-tank weapons, ie. Javelin and Dragon more expensive. - (ALL) Team respawn improved with a list of members that can be respawned into. - (ALL) RACS unit skills doubled. - (ALL) Enabled defense contruction at depots. - (ALL) Enabled purchasing of soldiers at depots, if enough supply (>20) and at least 50% of camps on side. AI also reinforces soldiers at depots. - (ALL) Fixed bug where only 5 starting positions would be used. Now all 23 possible positions are used again. Also further tweaks to starting positions randomness. - (ALL) Ammo crates are now cheaper at $300. - (ALL) Added variables that control whether camp respawn is possible (campRespawn), and whether camps and depots have radios (campHasRadio, depotHasRadio). All are true by default. They can be changed in InitMission.sqf. Doomguy out.
  16. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    It's in the works. I may release it tonight if I get around to it. I already fixed all compatibility problems, but I also want to add some new stuff like the Su-30MK with KAB500L bombs. Doomguy
  17. Maybe it's the same flight model, but the ACE A10 is heavier? Doomguy
  18. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Just a note here, currently WACO v1.1.6a is not fully compatible with the ACE 1.02 patch. Especially the rucksack system will need to be changed, as well as some weapons in the gear menu. Doomguy
  19. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Good news! I found an old bug that made the mission use only 5 starting positions. With the bug fixed, starting positions will be much more varied, also because I made some further improvements in that area. To be released soon! Doomguy
  20. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Did you change the resistance soldiers in Common\Config\Config_Barracks.sqs? Doomguy
  21. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    It will be an option, "hardcore" I think I will call it ;-) I'm adding some AKM's in v1.1.6b. Please advise what other ACE stuff could/should be added for OPFOR. You can already do this, even in the original Warfare. There are some people working on converting WACO to other islands. I'm looking forward to their work as well! The prices I have now in my development version are $1000 for a Javelin launcher + missile, and $750 for a Dragon launcher + missile. Still cheap, as a $1000 Javelin will almost always hit and kill a $2000 BMP or even $4000 T72. Doomguy
  22. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi guys, Great to see that you're editing WACO/Warfare! The performance problems you're seeing are strange... I'm not running into them myself. Are you seeing error messages as well? Could you please check your arma.rpt and arma_server.rpt files to be sure? The comm. towers not working is probably because you made a typo in their names during the conversions. Also be sure not to use spaces in the names. Note that you don't get a reward if you destroy a comm. towers in a town that is not owned by resistance. Headbugs... I thought ACE fixed them. I have never ever had the problem myself, so there's no fix for headbugs in WACO. Can someone advise how to fix this? HotteHotte: your conversion steps seem to be sound and complete. It should work... I don't know where the performance hiccups come from unless you increased the number of towns and camps a lot. Finally, an update on what I'm working on now. I've improved the team respawn so you can select the team member you want to respawn as. I'm experimenting with completely disabling respawning at camps, and only having your team members to respawn into. If you run out, you have to respawn at base. However, you will be able to buy new men at each town depot that you own, have supply for (default 20), and own at least 50% of the camps in that town. Lastly, I'm increasing the costs for guided AT missiles, i.e., Javeling and Dragon, a lot. Doomguy out.
  23. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    The mission deletes defense structures such as MG nests at random, at mission init. This is by design: it provides some variety to the mission. You should add some more MG nests to be sure that at least some of them remain (you just won't know which). You can't have multiple airports with the current WACO scripts. However, I believe a guy named Spamurai has converted WACO to full Sharani already and also added more airports. Perhaps he could tell you. Doomguy
  24. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Nothing major as of yet. I'm thinking of changing the respawn system somewhat. Camp respawn doesn't make me happy... maybe I'll remove it completely and only have (an improved) team respawn. Also the conditions you need to satisfy for town capture, or purchase options at camps/depots are complicated at the moment, and not restrictive enough. Not sure about these things, however, I need to play some games to figure it out. Doomguy
  25. Doomguy

    Warfare Cooperative (WACO) v1.1.1

    Hi! I updated the ACE version to v1.1.6a. Download from FileFront. Here are the changes: - (ACE) Added all the ACE crew served weapons to the gear menu. Also added the appropriate AI soldiers to the barracks. - (ACE) Changed rucksack packing in gear menu to use ACE sizes. This prevents unrealistic "over packing." Also, equipment such as binoculars can be packed. If ACE makes rocket launchers packable, they could be packed as well. - (ACE) Added UMP's and grenade launchers flares to gear menu. - (ACE) Added SF HMMWV, HMWWV GAU19 and Stryker MSG. - (ALL) The fast time option is available again in the mission settings menu. Setting fast time means that approximately 24 hours will pass in-game for each hour real-time. Note that clouds will be disabled because fast time would make them move super-fast. - (ALL) Search lights were added as a buyable defense structure. - (ALL) A serious race condition was removed that could break mission initialization. - (ALL) Messages for town capture, and others, appear lower on the screen instead of in the middle. - (ALL) Slight change to respawn map. You can now revert back to team member respawn after you have clicked a camp or the base. Just click on the map away from any camp or base. The type of team member you will respawn as (e.g., machinegunner) is now also shown. Have fun! Doomguy
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