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law-giver

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Posts posted by law-giver


  1. 1 hour ago, Rydygier said:

    I'll be able to push official release after 1.68 since hopefully majority of work is done. 

     

    Will be hovering around the forum in anticipation. And will miss you while your RL work takes you over, just hurry back. :f:


  2. 8 hours ago, SF_andy said:

    ***********************        Attention - google translator     **************************

    Many Thanks. You did a good job.  :don12:

    The cas_lg is just for blufor, does not seem to work with opfor (calling transferred to opfor). Well, according to the scriptmacher, but CBA_A3 is necessary ....

    Vcom ai, has positively surprised me. Have to date only with ASR_AI3 played.

     

    So to the next question: May I publicly host this CTI mission on my D-Server with all the changes? Will also be transferred to CUP-Mod islands, the CTI Warfare. Cherno, Taki ................

     

    Yeah i only play as blufor so never bothered implementing it into opfor. And as for hosting with additions i don't have a problem as i believe the forums are about sharing. As long as the credits remain in the mission as i have left them for benny, sari, tasty and onno. It's a show of respect and gratitude.

     

    LG :f: 


  3. On 04/03/2017 at 10:13 AM, Lagussi said:

    Yo law-giver, can you perhaps share that version at some point?

    Thanks and cheers,

    Lag

     

    This one has vcom ai implemented, earplug script and kp fuel script.

     

    LINK NO LONGER AVAILABLE - FILES DELETED!!

     

     

    On 04/03/2017 at 0:01 PM, kremator said:

    +1 for this ... would be good to see your version too law-giver !

     

    This is without vcom and with CAS but has earplug script and kp fuel script.

     

    LINK NO LONGER AVAILABLE - FILES DELETED!!

     

    And this one has CAS by Incontinentia in the west commander top slot, if i remember he has CAS in his name West Alpha - CAS. And has earplug script and kp fuel script.

     

    LINK NO LONGER AVAILABLE - FILES DELETED!!

     

    ****Please NOTE guys these are my own edits for personal use for me and my kids so there are changes like camps and depots. I've added extra towns too plus gone through the files with Enigma's Type SQF Editor.

     

    800px-Arma3_CfgVehicles_Land_Cargo_House

    800px-Arma3_CfgVehicles_Land_Cargo_Patro

     

    They are destructible which is what i prefer but feel free to edit vanilla.sqf in Common\Config\Core_Models\ and change back to Land_BagBunker_Tower_F & Large_F.

     

    missionNamespace setVariable ["CTI_CO_CAMP", "Land_Cargo_Patrol_V3_F"/*"Land_BagBunker_Tower_F"*/];//--- Camp classname to be used.
    missionNamespace setVariable ["CTI_CO_CAMP_FLAG", "FlagPole_F"];//--- Camp flag.
    missionNamespace setVariable ["CTI_CO_CAMP_FLAG_POS", [-5,5]];//--- Camp flag relative position.
    missionNamespace setVariable ["CTI_CO_CAMP_RDIR", -90];//--- Camp placement direction.
    missionNamespace setVariable ["CTI_CO_DEPOT", "Land_Cargo_House_V3_F"/*"Land_BagBunker_Large_F"*/];//--- Town classname to be used.
    missionNamespace setVariable ["CTI_CO_DEPOT_BUY_DIR", 0];//--- Town depot buy direction.
    missionNamespace setVariable ["CTI_CO_DEPOT_BUY_DISTANCE", 21];//--- Town depot buy distance.
    missionNamespace setVariable ["CTI_CO_DEPOT_RDIR", 0];//--- Town depot placement direction.

    Anyway i hope you enjoy, but credits remain, thanks to Benny Sari Tasty & Onno. Love you guys. :f:

     

    Any problems, call a priest!

     

    • Like 3

  4. 2 hours ago, celludriel said:

    Nice you like the mission, I accidentally uploaded my development version instead of my production version.  You shouldn't have seen eye on and eye off these are debug features for when I'm testing my mission.  Also make sure you remove your log files if you have been playing with debug.  I log A LOT of lines, playing the mission for about ten minutes in debug logs about 2 megs of data.  I've corrected this and put the right version up now.  There are four mhq's at the moment, the heli, two hmr's and a boat.  The boat is to the left of the heli down the beach a bit.  I'll make a point of making some briefing notes.  

     

    I haven't made an Altis version yet because I don't want to maintain two codebases when I'm still full in development.  However the mission is very very easy to port.  I made it my goal to design it that way.  The entire thing works on markers that need to be prefixed with certain tags to get going.  When I'm confident it's bug free and all my features are in I'll write a guide how to port it.  For now Stratis will have to do until all the kinks are out.

     

    You can follow my progress here: https://trello.com/b/XgBZ60Vf/simple-cti-2-0-0 

     

    Hope you enjoy the mission with your kids !

     

    Hi celludriel

     

    I did wonder why there were debugs ie: weather and yeah eye on/off made ai light up like a Xmas tree so glad to hear that was a debug. Shame the North Island is a little cramped and very bumpy but it works well enough, and thanks for the boat. I can now slip off to the rear of the Northern island and hopefully sneak in. And i wasn't expecting an Altis version just yet as fully understand you need this to run perfectly first. I see you're going to add vcom_ai, that would be cool as it's something i use when playing sari's becti warfare on my dedi.

     

    I've added the above link to my favourites and following this topic, so i will be keeping an eye out for updates etc etc. Thanks for what you have created so far as only yesterday i was looking for a coop mission to put on my dedi that wasn't as script heavy as Sari's becti and Kastenbiers crCTI which are my two favourite MPMissions. 

     

    One question, will a future update maybe make unused MP slots ai capable via parameter or is that a bit much to ask? Not worried though as me and my sons are very good so a 3 man team will still have fun no matter what.

     

    Thanks again :f:

     

    LG


  5. @celludriel

     

    Just put this on my dedi server at home and what a little gem this is mate. I haven't got a clue what everything is or does yet but i've just alt tabbed out of a game to write on the forum. One thing i think would be nice is too have the option of landing by boat as i found while testing my heli got shot to sh*t. But to be honest i had no clue what to expect lol. Didn't know what eye on/off did but do now, maybe some briefing notes in the near future.

     

    Will be watching for future updates mate. Keep up the good work. I think i might play this at the weekend with my two sons instead of becti or crCTI for a change. A thumbs up from me so far. :f:

     

    Hope an Altis version is in the pipeline unless it's easy to convert.

     

    LG

    • Like 1

  6. 1 hour ago, ContheJon said:

    Hey guys, hope you don't mind me asking, but if I wanted to add an image to an intel file, like say a drawing I made in MS Paint, how would I go about getting the file to use it? I know the script for it, I think it was in another thread that Jimmakos posted in (thanks man) and every time I try to use it, it gives me a Cannot load Mipmap error with a reference to the path to the file that the image is located in. I converted the .JPG file to a .PPA by just replacing JPG with PPA in the name, but I'm wondering if I need to use a tool or something instead? Or does the file need to be loaded from the HDD that ArmA is installed on?

     

    I apologise in advance, it's a completely noob question I'm sure, I'm just having some difficulty and a Google search didn't reveal that much (that I understood anyway lol).

     

    Install texview2 in bi tools 2.5 https://community.bistudio.com/wiki/BI_Tools_2.5 which will enable you to convert png to paa for example as well as view images. Then just google convert to paa for example. Hope it gets you started. :f:

    • Like 3

  7. 2 hours ago, Rydygier said:

    My pleasure, guys. 

     

    One thing noted: after death and load colors are gone from custom chat headers - all white. Not sure, if game bug (I guess so), or I did something wrong, oh well (EDIT: seems to be temporary only, not long after load colors are back). Also one thing to add about "no weapons at bodies" loot distribution - it appears, weapons will be not removed in case of surrendered AIs on EASY difficulty. I tend to leave it that way. Also Warlords should leave all their inventory intact. 

     

    Yeah that's strange because for me if i click (m) map then the text goes from white to the purple and/or blue for client messages. :eh:


  8. 9 hours ago, genesis92x said:

    I know that developing games is difficult, and I am happy they are finally improving the game quality, but I have been very disappointed with many of the decisions of the Bohemia team...this is not the place for this discussion but I really hope their future DLC will bring a swarm of quality of life improvements and bug fixes.

     

    That's why we have you, so i'm not worried at all. No pressure. :f:

    • Like 2

  9. -ToR-TheCapulet,

     

    Have you tried Incon Airpower by Incontinentia? I've implemented into my personal edit and it's really cool. After you purchase some laser deg's & batteries & optional uav terminal you can call in air strikes or mark targets. I added the option to Alpha only. It really adds to the fun, just seeing that missile or bomb strike smash that armour up. Really cool!

     

    And a big thanks for Incontinentia for making it work on becti because it didn't work at first. Top man! :f:


  10. 16 hours ago, genesis92x said:

    I hope to not disappoint :)

     

    No way mate, how can you disappoint me when i'm using your VcomAi script in my sari becti edit and it's made it a lot more fun, and bloody hard too. So i really doubt you'll disappoint me genesis92x, plus i watched all the video's of this project and i'm really looking forward to it. I'm actually looking forward to it more than my wife coming home from work. Thankfully she doesn't read these forums. :f:

     

    Just try and disappoint me, i dare you. :f:


  11. 2 hours ago, Incontinentia said:

    Cool, thanks. And this is with the RC update too right? 

     

    If that's for me then yes mate. And i'm still tinkering. :f:

     

    Bloody cool script though mate, just playing in the editor is fun enough. Just dump a guy with a uav terminal add some batteries and laserdeg's and off you go. Obviously dump some armour etc etc :f:

     

    **UPDATE**

     

    I'm getting somewhere and nowhere. Right i added this to my players init this setVariable ["APW_initRadioTrig",true]; and created a trigger Radio Alpha radius 0. Activation, owner only and ticked server only box.

     

    I fired up the mission on my dedi and connected. This time i had CAS option via radio, but after all the chatter there was no option for Radio Charlie.

     

    Other bit of good news, i deliberately respawned and CAS option was still available but no Radio Charlie. And CAS reported that he was still in the air as previously called. Better than nothing. :f:


  12. 57 minutes ago, Incontinentia said:

    I figured I'd hide the Request CAS action whenever it serves no purpose as it keeps the action menu as uncluttered as possible. 

     

    Is that the behaviour you're seeing?

     

    If not, looks like I've still got some work to do! 

     

    I'll double check but i'm sure i checked the radio too and it had disappeared. I also tried the radio trigger option like i did yesterday as well but that didn't work today but in a basic non multiplayer mission in the editor it seemed fine. Obviously with that i couldn't check if it works after respawn. I merely made the editor mission to p*ss about with.

     

    I'll replay the earlier mission on my dedi again and let you know for sure if the radio option was there or not. I'll post back in an hour or so. :f:

     

    **UPDATE**

     

    I call air support via addaction and i get the interact with cas via radio charlie hint and then the remaining radio traffic and my radio option key "0" is blank. I'm carrying a radio. :eh:

     

    Various options, radio trigger, player init works in the editor but no joy in MP. Well not for me anyway. 


  13. @Incontinentia

     

    Just tried this in multiplayer connected to my lan dedi server and i called in the cas but got killed, but upon respawn there was no way of reconnecting or calling cas. The addaction was gone completely. I'm using (this setVariable ["APW_initAddaction",true];) in player init to call cas. :eh:

     

    I'm trying a different option, will see how that goes. :f:

     

    Also, once the fuel runs and/or bombs/missiles are used up is there a RTB option for reloading bombs/missiles and refuel? With a delay to allow for such? :f:

     

    **UPDATE**

     

    Just realised options i asked about are in the setup file.........Doh!!!!! :eh:


  14. @Incontinentia

     

    Nice one buddy, will give this a blast today. You have been busy, much appreciated mate. Again, top man! :f:

     

    **UPDATE**

     

    Just tried this in a test mission in the editor and love the improvements mate. Gonna implement in a MP mission and give it a play. 

     

    What would make it really cool is some sort of sound when the radio transmission is initialised just for effect. Obviously not required, i'm just dreaming. :f:


  15. 5 hours ago, Incontinentia said:

    Thanks so much for the feedback guys, keep it coming. I've done as much as I can to make it MP compatible on my own, but given that I don't play in a unit or anything, it's hard to pick it all up. I'll get these issues fixed in the next run (won't be long). 

     

    So far I've got: 

    • "Game Logic" showing in chat (fixed)
    • Addaction not working on respawn (fixed)
    • "Already requested" message showing after respawn (this probably won't be because it's stuck in a loop, more likely because the aircraft is on station still - why you can't request strikes though I'm not sure and will look into)

    Anything else?

     

    Update: Found out why you can't request strikes - it seems radio triggers don't work for JIP. 

     

    Just signed in to say thanks. Any improvements, fixes etc, appreciated. Top man! :f:

    • Like 1
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