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Everything posted by ww2weasel
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Ya sure/
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Alright guys, I've been busy with real life and sadly It's time for me to bow out of adding anything worthwhile. I've not had the time to pour all my efforts towards new content. Back up all your files in case you want to go back. Here is the the latest new content: https://drive.google.com/file/d/1SgZepmbc_HGoQ6KU-qzMrtvD-OZJqE_-/view?usp=share_link I've given permission for another content maker to take over. He still has to make every effort to get Spads consent for shepparding the mod from here... The new missions are using MCNools Islands Jungle Everon or Malden. D:[Your load point] -nomap -nosplash -mod=@OFPmaterials;@pac_isle_obj;@pacificV1.30 So the addons now are incliuded within folders OFPmaterials, pac_isle_obj and pacificV1.30. Signing off WW2Weasel....
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I've been working on Filipinos and making missions for them. Also I have to ask my filipino friends to voice act for me in their native tongue. While making missions - I did see some areas that needed a slight bit of editing - both the config and models. Also if anyone has knowledge of abandoned models for ww2 let me know. send email to ww2_weasel@yahoo.com Example: I came across KNIL models that were abandoned - I will be incorporating them in with the Pacific mod - but as 3rd party addons and give proper credits to designer. It would also be nice to have the designer seeing his models get used by Fans of cold war crisis. Also the DAK mod had some ships and planes that could be useful in a pacific theatre. And there is the Chinese models, and missions that will be added in time. So early Manchurian Japanese, Chinese: Nationalists, Communists and Warlord Armies. I reworked the P40 for use in Pacific Mod, it came from the DAK mod - I also picked up where Bielow left off on the WW2 Italian Front mod. I will be contacting Faguss so he can make available on his website. On another note he received 112 Missions from the WH40K team I had them all in a mission repository so if you're a fan of the WH40K mod - head over to faguss's site for download.
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A WW2 Pacific mod version 1.30 is in the works. Some bugs cleaned up - introduction of Filipino resistance fighters and a few missions will be upcoming. This will all be released when I have the chance to finish it up. Real life first then the mod. I have come across new bugs with each new version of windows. It's really annoying! Omce I wes ready to release a year ago but these new bugs are just taxing my resolve to continue. Missing face textures and other annonalies not encountered in earlier versions of Windows. Don't really have the time to invest into troubleshooting as yesteryear. Just need to step back take a deep breath and ask myself is it worth it. Love the game, but need to think things over. If I get a second wind, I'll move forward with 1.30.
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AI iimprovement script (v1.3) AI take cover and swimming script
ww2weasel replied to prototype1479's topic in ADDONS & MODS: COMPLETE
Do you have a list of weapon class and magazine class you use? I can quickly transpose those into my script for you to try out. The only caveat with ammopouch script - is it is designed to work with 1 or 2 magazine slots. So if the magazine takes 3 or more magazine slots the script may not function as advertised because the magazine count may become skewed/muddled. -
AI iimprovement script (v1.3) AI take cover and swimming script
ww2weasel replied to prototype1479's topic in ADDONS & MODS: COMPLETE
Ya, when I wrote the scripts initially, I was writing them for my mods wasn't thinking of anything but getting them to work. So I would need to look them over to put in helpful comments. When I get some more free time. Currently working atm. Perhaps I'll make demo mission snippets, so you can plug and play. -
AI iimprovement script (v1.3) AI take cover and swimming script
ww2weasel replied to prototype1479's topic in ADDONS & MODS: COMPLETE
I'll stop spammimg here and I can delete posts if it irritates you. -
AI iimprovement script (v1.3) AI take cover and swimming script
ww2weasel replied to prototype1479's topic in ADDONS & MODS: COMPLETE
I have ammo pouch script. comes with sound and description.sqf below is meant for mission not config. You can add all your mods weapons and ammo and the script will detect what weapon you are using and automatically resupply the unit. Meant for units on a long campaign. You can drop weapon and pick up another weapon without losing ability to resupply as long as you had reloads left in script. ;//Ammobag Script made for WH40K MOD Ver. 3.5 ;//Edited by WW2Weasel ;// 4 files required - "getmag.sqf" & "ammopouch.sqs" & "description.ext" <needed to config & allow soundfile to work> & "rummagepouch.ogg" <in Sound folder> ;//This script will count and replenish primary weapon Mags for a unit. It will call a function to handle sorting out which <WH40K Mod> mags a player has. ;//This will keep player stocked with 3 mags until the player exhausts number of mag allowance in ammopouch... ;//[unit name,number of mags to put in ammo pouch script]exec "ammopouch.sqs" | [unitname,10] exec "ammopouch.sqs"; ;//Be sure to preprocessFile the Function - important as the function needs to be handled differently then a script... ;//Example: In <just need one trigger> put: getmag=preprocessFile "getmag.sqf" ;//Permission to modify granted... As long as you give some credit to WH40K mod. _unit = _this select 0 _ammopouch = _this select 1 _ammopouch2 = _ammopouch / 2 #start _mags={} _mags2={} ?((_ammopouch==0)||(!alive _unit)):exit _primary_weapon = primaryWeapon _unit _secondary_weapon = secondaryweapon _unit ;_unit groupChat format ["%1",weapons _unit] _weapons_unit = weapons _unit _magcount = count magazines _unit _magazines = magazines _unit [_primary_weapon,_secondary_weapon,_unit]call getmag ~5 _totalMags=("_x == _mags" count magazines _unit) ?(((_plysund)&&(_totalMags <= 2 && _ammopouch >= 1))&&(_unit==player)):_unit groupChat "Rummaging in Ammopouch for spare Mag.",playSound "rummagepouch",_unit addMagazine _mags, _ammopouch = (_ammopouch - 1) ;_unit groupChat format ["%1",_mags] ~15 _plysund=true ?((secondaryWeapon _unit != "") && (_ammopouch2 > 0)) :goto "start2" goto "start" #start2 ?_ammopouch2==0 || !alive _unit:goto "start" _secondary_weapon = secondaryWeapon _unit _magcount = count magazines _unit _magazines = magazines _unit ["",_secondary_weapon]call getmag ~10 _totalMags2=("_x == _mags2" count magazines _unit) ?((_plysund &&(_totalMags2 <= 1 && _ammopouch2 >= 1))&&(_unit==player)):_unit groupChat "Rummaging in Ammopouch for spare Missile.",playSound "rummagepouch",_unit addMagazine _mags2, _ammopouch2 = (_ammopouch2 - 1) goto "start" ;exit ;old working example ;?primaryWeapon eld2=="EldarShurikenCatapult" && count magazines eld2 <= 5 && eldammopouch2 >= 1: ;eld2 addMagazine "EldarShurikenCatapultMag", eldammopouch2 = (eldammopouch2 - 1) ;troubleshooting ;hint format ["%1",_mags] ;hint call format ["%1",_mags] ;hint "where are we at" ;_totalMags2=_magcount - _totalMags ;hint format ["%1",_totalMags2] ;hint format ["%1",_magazines] ;secondaryWeapon player == "" .sqf the below is using WH40K weapons - change to your mod weapoms and magazines. //Script Function made for WH40K MOD Ver. 3.5 //Edited by WW2Weasel //This Function is used in Ammopouch script. Below is all steps needed to implement this function within ammopouch.sqs ... //This script will count and replenish primary weapon Mags for a unit. //This will keep player stocked with 3 mags until the player exhausts number of mag allowance in ammopouch... //[unit name,number of mags to put in ammo pouch script]exec "ammopouch.sqs" | [unitname,10] exec "ammopouch.sqs"; //Be sure to preprocessFile the Function - important as the function needs to be handled differently then a script... //Example: In <just need one trigger> put: getmag=preprocessFile "getmag.sqf" //Permission to modify granted... As long as you give some credit to WH40K mod. _unitweapon=_this select 0; _unitweapon2=_this select 1; _unit=_this select 2; if (_unitweapon=="") then {_unitweapon=weapons _unit select 0}; if (_unitweapon2=="") then {_unitweapon2=""}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Eldar \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="EldarShurikenCatapult") then {_mags={EldarShurikenCatapultMag}}; if (_unitweapon=="EldarSniperRifle") then {_mags={EldarSniperRifleMag}}; if (_unitweapon=="EldarReaperL") then {_mags={EldarReaperLMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Dark Eldar \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="DEL_SplitRifle") then {_mags={DEL_SplitRifleMag}}; if (_unitweapon=="DEL_SplitCannon") then {_mags={DEL_SplitCannonMag}}; if (_unitweapon=="DEL_Punisher") then {_mags={DEL_SplitLanceMag}}; if (_unitweapon=="DEL_SplitPistol") then {_mags={DEL_SplitPistolMag}}; if (_unitweapon=="WH40K_SplinterRifle") then {_mags={WH40K_SplinterRifleMag}}; if (_unitweapon=="WH40K_SplinterCannon") then {_mags={WH40K_SplinterCannonMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Bloodpact \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_BPLasgun") then {_mags={WH40K_LasgunMag}}; if (_unitweapon=="WH40K_PlasmaGun") then {_mags={WH40K_PlasmaGunMag}}; if (_unitweapon=="WH40K_GrenadeLauncher") then {_mags={WH40K_GrenadeLauncher}}; if (_unitweapon=="WH40K_FlamerIG") then {_mags={WH40K_FlamerIG}}; if (_unitweapon2=="WH40K_IGrpg") then {_mags2={WH40K_IGrpgAT}}; //secondary weapon if (_unitweapon=="WH40K_Laspistol") then {_mags={WH40K_LaspistolMag}}; if (_unitweapon=="WH40K_Boltpistol") then {_mags={WH40K_BoltpistolMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Chaos Cultists \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_CultLaspistol") then {_mags={WH40K_CultLaspistolMag}}; if (_unitweapon=="WH40K_CultPlasmaGun") then {_mags={WH40K_CultPlasmaGunMag}}; if (_unitweapon=="WH40K_CultGrenadeLauncher") then {_mags={WH40K_CultGrenadeLauncher}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Steel Legion \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_SLPlasmaGun") then {_mags={WH40K_PlasmaGunMag}}; if (_unitweapon=="WH40K_SLGrenadeLauncher") then {_mags={WH40K_GrenadeLauncher}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Chaos Space Marines \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="CSM_Boltgun") then {_mags={CSM_Boltgunmag}}; if (_unitweapon=="CSM_Boltpistol") then {_mags={CSM_Boltpistolmag}}; if (_unitweapon=="CSM_HBolter") then {_mags={CSM_HBoltermag}}; if (_unitweapon=="CSM_AutoC") then {_mags={CSM_APACmag}}; if (_unitweapon2=="CSM_MissileL") then {_mags2={CSM_KrakMmag}}; //secondary weapon if (_unitweapon=="CSM_PlasmaG") then {_mags={CSM_PlasmaGmag}}; if (_unitweapon=="CSM_MeltaG") then {_mags={CSM_MeltaGmag}}; if (_unitweapon=="CSM_LaserC") then {_mags={CSM_LaserCmag}}; if (_unitweapon=="CSM_Flamer") then {_mags={CSM_Flamermag}}; if (_unitweapon=="CSM_TBolt") then {_mags={CSM_TBoltmag}}; if (_unitweapon=="CSM_ReaperAC") then {_mags={CSM_ReaperACmag}}; if (_unitweapon=="CSM_TerFlamer") then {_mags={CSM_TerFlamermag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Space Marines \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="IF_Boltgun") then {_mags={IF_Boltgunmag}}; if (_unitweapon=="IF_BoltgunM") then {_mags={IF_Boltgunmag}}; if (_unitweapon=="IF_Plasmapistol") then {_mags={IF_Plasmapistolmag}}; if (_unitweapon=="IF_PlasmaC") then {_mags={IF_PlasmaCmag}}; if (_unitweapon=="IF_MMelta") then {_mags={IF_MMeltamag}}; if (_unitweapon=="IF_PlasmaG") then {_mags={IF_PlasmaGmag}}; if (_unitweapon=="IF_Flamer") then {_mags={IF_Flamermag}}; if (_unitweapon=="IF_MeltaG") then {_mags={IF_MeltaGmag}}; if (_unitweapon=="ICN_Bolter") then {_mags={ICN_Boltermag}}; if (_unitweapon=="IF_Boltpistol") then {_mags={IF_Boltpistolmag}}; if (_unitweapon=="IF_TerSBolt") then {_mags={IF_TerSBoltmag}}; if (_unitweapon=="IF_TerAssoC") then {_mags={IF_TerAssoCmag}}; if (_unitweapon=="IF_TerFlamer") then {_mags={IF_TerFlamermag}}; if (_unitweapon=="IF_Sniper") then {_mags={IF_Snipermag}}; if (_unitweapon=="IF_HbolterS") then {_mags={EldarReaperLMag}}; if (_unitweapon=="IF_Shotgun") then {_mags={IF_ShotgunMag}}; if (_unitweapon=="IF_BoltgunS") then {_mags={IF_Boltgunmag}}; if (_unitweapon=="IF_HBolter") then {_mags={IF_HBoltermag}}; if (_unitweapon=="BA_Boltgun") then {_mags={BA_Boltgunmag}}; if (_unitweapon=="BA_Boltpistol") then {_mags={BA_Boltpistolmag}}; if (_unitweapon=="BA_HBolter") then {_mags={IF_HBoltermag}}; if (_unitweapon2=="BA_MissileL") then {_mags2={IF_KrakMmag}}; //secondary weapon if (_unitweapon=="BA_PlasmaG") then {_mags={IF_PlasmaGmag}}; if (_unitweapon=="BA_PlasmaC") then {_mags={IF_PlasmaCmag}}; if (_unitweapon=="BA_MeltaG") then {_mags={IF_MeltaGmag}}; if (_unitweapon=="BA_MMelta") then {_mags={IF_MMeltamag}}; if (_unitweapon=="EldarReaperL") then {_mags={EldarReaperLMag}}; if (_unitweapon=="BA_LaserC") then {_mags={IF_LaserCmag}}; if (_unitweapon=="DC_Boltpistol") then {_mags={BA_Boltpistolmag}}; if (_unitweapon=="DC_Boltgun") then {_mags={BA_Boltgunmag}}; if (_unitweapon=="LM_Boltpistol") then {_mags={BA_Boltpistolmag}}; if (_unitweapon=="BA_BoltgunS") then {_mags={BA_Boltgunmag}}; if (_unitweapon=="BA_Shotgun") then {_mags={BA_ShotgunMag}}; if (_unitweapon=="BA_Sniper") then {_mags={IF_Snipermag}}; if (_unitweapon2=="BA_MissileLS") then {_mags2={IF_KrakMmag}}; //secondary weapon if (_unitweapon=="GSM_Sniper") then {_mags={GSM_Snipermag}}; if (_unitweapon=="BA_HBolterS") then {_mags={IF_HbolterSmag}}; if (_unitweapon=="BA_TychoGun") then {_mags={BCN_Boltermag}}; if (_unitweapon=="UM_Boltgun") then {_mags={UM_Boltgunmag}}; if (_unitweapon=="UM_BoltgunM") then {_mags={UM_Boltgunmag}}; if (_unitweapon=="UM_HBolter") then {_mags={UM_HBoltermag}}; if (_unitweapon2=="UM_MissileL") then {_mags2={UM_KrakMmag}}; //secondary weapon if (_unitweapon=="UM_PlasmaG") then {_mags={UM_PlasmaGmag}}; if (_unitweapon=="UM_PlasmaC") then {_mags={UM_PlasmaCmag}}; if (_unitweapon=="UM_MeltaG") then {_mags={UM_MeltaGmag}}; if (_unitweapon=="UM_MMelta") then {_mags={UM_MMeltamag}}; if (_unitweapon=="UM_LaserC") then {_mags={UM_LaserCmag}}; if (_unitweapon=="UM_Flamer") then {_mags={UM_Flamermag}}; if (_unitweapon=="UM_Boltpistol") then {_mags={UM_Boltpistolmag}}; if (_unitweapon=="UM_TerSBolt") then {_mags={UM_TerSBoltmag}}; if (_unitweapon=="UM_TerAssoC") then {_mags={UM_TerAssoCmag}}; if (_unitweapon=="UM_TerFlamer") then {_mags={UM_TerFlamermag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Orcs \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_slugga") then {_mags={WH40K_sluggaMag}}; if (_unitweapon=="WH40K_Heavyshoota") then {_mags={WH40K_HeavyshootaMag}}; if (_unitweapon=="shoota") then {_mags={shoota_mag}}; if (_unitweapon=="orkburna") then {_mags={burna}}; if (_unitweapon=="rokkitlauncha") then {_mags2={rokkitlaunchaMag}}; //secondary weapon if (_unitweapon=="nobslugga") then {_mags={WH40K_sluggaMag}}; if (_unitweapon=="megashoota") then {_mags={megashoota_mag}}; if (_unitweapon=="GrotSlugga") then {_mags={GrotsluggaMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// IG \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_TallarnLasgun") then {_mags={WH40K_LasgunMag}}; if (_unitweapon=="WH40K_TallarnSniperRifle") then {_mags={EldarReaperLMag}}; if (_unitweapon=="WH40K_Lasgun") then {_mags={WH40K_LasgunMag}}; if (_unitweapon=="WH40K_Autogun") then {_mags={WH40K_AutogunMag}}; if (_unitweapon=="WH40K_IGSniperRifle") then {_mags={WH40K_IGSniperRifleMag}}; if (_unitweapon=="WH40K_ExitusRifle") then {_mags={WH40K_ExitusRifleMag}}; if (_unitweapon=="WH40K_Exituspistol") then {_mags={WH40K_ExituspistolMag}}; if (_unitweapon=="WH40K_Hellgun") then {_mags={WH40K_HellgunMag}}; if (_unitweapon=="WH40K_KPlasmagun") then {_mags={WH40K_KPlasmagunMag}}; if (_unitweapon=="WH40K_KFlamerIG") then {_mags={WH40K_KFlamerIG}}; if (_unitweapon=="WH40K_Hellpistol") then {_mags={WH40K_HellgunMag}}; if (_unitweapon=="WH40K_RipperGun") then {_mags={WH40K_RipperGunMag}}; if (_unitweapon=="EL_Lasgun") then {_mags={EL_LasgunMag}}; if (_unitweapon=="EL_shotgun") then {_mags={EL_shotgunMag}}; if (_unitweapon=="EL_LasSnip") then {_mags={EL_LasSnipMag}}; if (_unitweapon=="EL_LasgunK") then {_mags={EL_LasgunMag}}; if (_unitweapon=="EL_LasPistol") then {_mags={EL_LasPistolMag}}; if (_unitweapon=="EL_GrenLauncher") then {_mags={EL_FragGLMag}}; if (_unitweapon2=="EL_MslLauncher") then {_mags2={EL_KrakMsl}}; //secondary weapon if (_unitweapon=="EL_HBolter") then {_mags={EL_HBolterMag}}; if (_unitweapon=="EL_Meltagun") then {_mags={EL_MeltagunMag}}; if (_unitweapon=="EL_Plasmagun") then {_mags={EL_PlasmagunMag}}; if (_unitweapon=="EL_Flamer") then {_mags={EL_FlamerMag}}; if (_unitweapon=="SL_Lasgun") then {_mags={SL_LasgunMag}}; if (_unitweapon=="SL_Lasgun2") then {_mags={SL_LasgunMag}}; if (_unitweapon=="SL_Flamer") then {_mags={SL_Flamer}}; if (_unitweapon=="SL_GrenLauncher") then {_mags={SL_GrenLauncher}}; if (_unitweapon=="SL_Plasmagun") then {_mags={SL_PlasmagunMag}}; if (_unitweapon=="SL_MeltaGun") then {_mags={SL_MeltaGun}}; if (_unitweapon=="SL_HBolter") then {_mags={SL_HBolterMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Sisters of Battle \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_BSbolter") then {_mags={WH40K_BSbolterMag}}; if (_unitweapon=="WH40K_BSflamer") then {_mags={WH40K_BSflamer}}; if (_unitweapon=="WH40K_BSmeltagun") then {_mags={WH40K_BSmeltagunMag}}; if (_unitweapon=="WH40K_BSmultiMelta") then {_mags={WH40K_BSmultiMeltaMag}}; if (_unitweapon=="WH40K_BShwbolter") then {_mags={WH40K_BShwbolterMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Tau \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="Tau_PulseR") then {_mags={Tau_PulseRmag}}; if (_unitweapon=="Tau_PulseC") then {_mags={Tau_PulseCmag}}; if (_unitweapon=="Tau_PulseP") then {_mags={Tau_PulsePmag}}; if (_unitweapon=="Tau_RailRifle") then {_mags={Tau_RailRiflemag}}; if (_unitweapon=="Tau_VespidGun") then {_mags={Tau_VespidGunMag}}; if (_unitweapon=="Tau_Lasgun") then {_mags={Tau_LasgunMag}}; if (_unitweapon=="Tau_Carbine") then {_mags={Tau_PulseCmag}}; if (_unitweapon=="Tau_KLR") then {_mags={Tau_KLRmag}}; if (_unitweapon=="Tau_DBurstC") then {_mags={Tau_DBurstCmag}}; if (_unitweapon=="Tau_DMslPodTT") then {_mags={Tau_DMslPodTT}}; if (_unitweapon=="Tau_DPulseC") then {_mags={Tau_DPulseCmag}}; if (_unitweapon=="Tau_DPhotonGL") then {_mags={Tau_DPhotonGLMag}}; if (_unitweapon=="Tau_DRailR") then {_mags={Tau_DRailRmag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Necrons \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="NecronFlayer") then {_mags={NecronFlayerMag}}; if (_unitweapon=="NecronGaussBlaster") then {_mags={NecronGaussBlasterMag}}; -
AI iimprovement script (v1.3) AI take cover and swimming script
ww2weasel replied to prototype1479's topic in ADDONS & MODS: COMPLETE
For move - create a gamelogic that disables script. I'll plug these in use or not up to you. Halt and fire script: ;Tank stops then shoots and waits 20 seconds then scoots ;[vehicle this] exec "halt_and_fire.sqs"; _tank=_this select 0 #start ?!alive _tank:exit ?behaviour _tank == "COMBAT":_tank setfuel 0 ~20 _tank setfuel 1 ~10 goto "start" This for the truck driver: ;[horse,rider] exec "horseride.sqs" _ride=_this select 0 _rider=_this select 1 #dismount ?!alive _ride || !alive _rider: exit ?((behaviour _rider == "SAFE" || behaviour _rider == "CARELESS" )||(behaviour _rider == "STEALTH" || behaviour _rider == "ERROR")): goto "checkout" ?_rider in _ride && behaviour _rider == "COMBAT":[_rider] orderGetIn false,goto "checkstatus" ~2 goto "dismount" #checkstatus ?!alive _ride || !alive _rider: exit ?fleeing _rider && !(_rider in _ride):goto "flee" ?((alive _ride && alive _rider) && (behaviour _rider == "AWARE")) : goto "timeout" ?((behaviour _rider == "SAFE" || behaviour _rider == "CARELESS" )||(behaviour _rider == "STEALTH" || behaviour _rider == "ERROR")): goto "checkout" ~10 goto "checkstatus" #mount ?!alive _ride || !alive _rider: exit ?((_rider distance _ride>=150 && behaviour _rider != "COMBAT") || (behaviour _rider != "AWARE")):goto "timeout" ?((alive _ride && alive _rider) && (behaviour _rider == "COMBAT")):goto "dismount" ?((!(_rider in _ride) && behaviour _rider != "AWARE")):[_rider] orderGetIn true ~2 goto "mount" #timeout ?!alive _ride || !alive _rider: exit ?fleeing _rider && !(_rider in _ride):goto "flee" ?((!(_rider in _ride) && behaviour _rider != "COMBAT")&& !(isEngineOn _ride)&&(speed _ride <=1 && _rider distance _ride>=150)):_ride setpos [getpos _ride select 0,getpos _ride select 1,(getpos _ride select 2)+2] ?((_rider != driver _ride && _rider distance _ride>=10)&&(behaviour _rider != "COMBAT")): _rider assignAsDriver _ride ?_rider in _ride && behaviour _rider == "COMBAT":goto "dismount" ?(!(_rider in _ride) && (behaviour _rider == "AWARE")) : goto "mount" ~10 goto "timeout" #checkout ?!alive _ride || !alive _rider: exit ?fleeing _rider && !(_rider in _ride):goto "flee" ?(_rider distance _ride>=150 && _rider != driver _ride):_ride setpos [getpos _ride select 0,getpos _ride select 1,(getpos _ride select 2)+2],_rider assignAsDriver _ride,[_rider] orderGetIn true ?behaviour _rider == "AWARE" : goto "mount" ?behaviour _rider == "COMBAT":goto "dismount" ~5 goto "checkout" #flee ?!alive _ride || !alive _rider: exit ?(_rider in _ride)||!(fleeing _rider):goto "checkout" _rider doMove getPos _ride ~5 _rider assignAsDriver _ride [_rider] orderGetIn true goto "checkout" ;|| behaviour _rider == "SAFE" || behaviour _rider == "CARELESS" || behaviour _rider == "ERROR": goto "mount" ;?((!(_rider in _ride) && behaviour _rider != "COMBAT")&&(speed _ride <= 1 && _rider distance _ride>=10)):_ride setpos [getpos _ride select 0,getpos _ride select 1,getpos _ride select 2] Tank round deviate: ; bored_onion's RPG path deviation script _typeofammo =["IOE25mmpanhard","IOE37mmshort","IOE37mmlong","IOE47SA35","IOE_PAK36AP","IOE_PAK36HE","IOE75SA35","IOE20mmKwK30AP","IOE20mmKwK30HE","IOEPz38tshell","IOEPz35tshell","IOEPz3tshell","IOE47mmtshell","IOE150mmtshell","IOE75mmtshell","IOE_47mmAP","IOE_25mmAP","IOE_60mmMortarAmmo","IOE_81mmMortarAmmo"] _unit = _this select 0 _ammo = _this select 4 _rocket = nearestobject [_unit,_ammo] _type = typeof _rocket _count = 0 _defectprobability = random 1 ? _defectprobability >= defect: goto "end" ? _type !in _typeofammo: hint "not ammo", goto "end" hint "is ammo" _pm1 = 2 _pm2 = 2 _pm3 = 2 _xcheck = random 1 _ycheck = random 1 _zcheck = random 1 ?_xcheck >= 0.5 : _pm1 = _pm1 * +1 ?_xcheck < 0.5 : _pm1 = _pm1 * -1 ?_ycheck >= 0.5 : _pm2 = _pm2 * +1 ?_ycheck < 0.5 : _pm2 = _pm2 * -1 ?_zcheck >= 0.5 : _pm3 = _pm3 * +1 ?_zcheck < 0.5 : _pm3 = _pm3 * -1 #loop ? _count >= 100 : goto "end" ? _type != typeof _rocket : goto "end" _rocket setvelocity [(velocity _rocket select 0) + random _pm1,(velocity _rocket select 1)+ random _pm2,(velocity _rocket select 2)+ random _pm3] ~0.001 _count = _count + 1 goto "loop" #end exit ;? _type != "IOE25mmpanhard" AND _type != "IOE37mmshort" AND _type != "IOE37mmlong" AND _type != "IOE37mmlong" AND _type != "IOE47SA35" AND _type != "IOE_PAK36AP" AND _type != "IOE_PAK36HE" AND _type != "IOE75SA35" AND _type != "IOE20mmKwK30AP": goto "end" -
AI iimprovement script (v1.3) AI take cover and swimming script
ww2weasel replied to prototype1479's topic in ADDONS & MODS: COMPLETE
I have some scripts you might be interested in. A Script to have a truck driver get out of his truck whenever he reaches "COMBAT" behavior and then return to his truck when no longer threatened. I made that script initially for cavalry. Several scripts for stop and fire for tanks. So they stop the annoyingly beyond unrealistic rush into your face behavior. I have a melee combat script. I was going to elaborate further on it, but just never got around to it. The melee combat can be seen in OFPWH40K and Pacific Mods. You're welcome to them if you want them. -
As far as Pacific war mod: As far as 1.99 - I guess I can check all addons and edit configs to version 1.96. It's not a big deal. Yes, but I'm currently keeping up a promise to King Tiger to make missions for IOE. Once done I will revert back to Pacific mod. Anyone who wants to port missions to their websites are allowed. Any edits to scripts etc.. allowed. Pacific War Mod: I did some recent updates. I will upload what I have done for now. It's just a few things based off superdude22 findings. Not sure if I got them all addressed - white hands. 1.99 to 1.96 - not addressed yet. Also to Benny: I have your unfinished KNIL units and weapons. I will incorporate them into the Pacific mod with your blessings of course. Make missions, etc... Go 5 posts up to get download link for 1.29.
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I do have chinese and mongols, but later down the road. I'm not going to introduce till I finish up other things. They are almost a mod unto themselves. The french commandos and manchukuo - perhaps. Hmm shoot, thought I cleaned up some of those bugs already. Especially the Indian white hands. Well when I get around to doing the new missions I will address them. Thanks for the bug list I can't fix what I don't know is broken. if you know how to depbo a mission - chop out ww2chinainfantry from intro if it applies and mission heading for unit in the addons name section. Then pbo the mission and the problem should be solved. nkhole is a 3rd party addon. I will add an additional folder including 3rd party addons useful for pacific mod later. usnavyship might be a 3rd party addon I was testing - not sure? Example from mission.sqm class Mission { addOns[]= { "WW2chinainfantry", <--- Delete this line "soljap", "up_ww2" }; addOnsAuto[]= { "WW2chinainfantry", <--- Delete this line "soljap" };
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Ok releasing mod version 1.28 - it has alot of bug fixes. I stopped working on the pacific mod in early June, I was hoping to get some more time and it just doesn't look like I can squeeze any more time in. Now I haven't quit on the mod, it's just finding time motivation and energy to drive on. Perhaps next summer an updated version may appear in this thread or not. I have some missions nearly done if I can find time I will try and get some in before xmas. I will collect a few islands later so if you would like to play the missions I make, I will make a missions and Islands folder - so hopefully no one has to hunt for addons. without any further ado here is the link updated to 1.29: https://drive.google.com/open?id=1TMKAW0FeI1jmLEmd34M_BWgndCyHlm17
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An updated 1.2 mod near release in August of 2019. Alot of bugs worked out. New scripts, unit (soldier) types. The ships were not addressed atm, sorry just not enough time to make all the changes. Perhaps in 1.3. If I have time I will try and make missions using Island Addons: Hiiu or Huii can never remember the name., HC Para's Islands (HC1 Meekong, HC1 Lonsang), Jungle Malden and Jungle Everon. If I can't get the missions done in time I will release later after the mod release. All for now. I'm gonna disappear from forums for a couple of months so no contact till August. ~WW2Weasel
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(SP) Franco Prussian War Mod (1870-1871)
ww2weasel replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
I guess that Spad is on vacation so 3 days from now I will shoot you over my Dropbox links. okay I wasn't sure if you were using skill. no big deal. I think it's for getting a jump on the other unit kind of like a quick draw scenario -
(SP) Franco Prussian War Mod (1870-1871)
ww2weasel replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
ProfT, All I need to do to distinguish - horse from rider is to remove "M" from class name of horse? I think that is the way you specified within config? yes/no? Example: name="Prussian Uhlan Cavalry Squad"; from the horse class: "FPW_PRU_CAV2M" crew="FPW_PRU_CAV2" ~so~ Horses:["FPW_PRU_CAV2M","FPW_PRU_CAV1M","FPW_PRU_CAV1M","FPW_PRU_CAV1M","FPW_PRU_CAV1M"] riders:["FPW_PRU_CAV2","FPW_PRU_CAV1","FPW_PRU_CAV1","FPW_PRU_CAV1","FPW_PRU_CAV1"] If so, this should help speed up the finishing up of FPWspawnwave. I also optimized the script chopping out redundant lines of script. oh one other thing: What skill level if any - do you want units at?: Private - 0.2 Corporal - 0.3 Sergeant - 0.4 Lieutenant - 0.5 -
(SP) Franco Prussian War Mod (1870-1871)
ww2weasel replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
I've had time to test a limited play session. With minimum setup, FPWspawnwave took 1hr 14minutes to complete, constant action. The idea is to setup a mission within the constraints of a pitched battle. So initially the mission starts with just 43 Prussian units and 43 French units plus the player as a french soldier. 4 FPWspawnwave groups setup for Prussians totalling 480 Prussians to enter into mission - roughly 40 Prussians at a time. 3 FPWspawnwave groups setup for the French totalling 360 French infantry to enter into mission - roughly 30 French at a time. The actual advantage went to the French as they had better fields of fire and the Prussians were exposed on their approach to a town. The last unit killed was their Officer. For both sides I had added General, Drummer and Flag bearer. The mission very well could have ended if a mission designer wanted the General or all three units killed off during course of game. Possibilities are endless. With all that said ProfT, if you would like more features of your own mod incorporated into FPWspawnwave just let me know. I can and will work with you on this matter. I have some other ideas, but I will hit you with them once FPWspawnwave is completed. -
(SP) Franco Prussian War Mod (1870-1871)
ww2weasel replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
ok found and fixed issue. I knew it was in a sqf file. I had an = sign in my wavefilter.sqf file. I've sent Spad my drop box links. But right now everything is working like a charm for the infantry portion. -
(SP) Franco Prussian War Mod (1870-1871)
ww2weasel replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
I will send to Spad via dropbox. Away from home atm and on my smartphone. By sending to Spad both you and he can test it and can compare notes. So far I see an error in fpwspawnwave regarding private [] array assignment. In the scripting of fpwspawnwave I believe it's expecting to see an = sign. So the FPWspawnwave system does not know how to cope with script embedded within your addon. As a result the musket smoke drop script gets nullified for all units. Atm I ran out of time to hunt down that script to dwell on possibly a fix or workaround. -
(SP) Franco Prussian War Mod (1870-1871)
ww2weasel replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
Group lists for wavefilter/FPWspawnwave - keep in mind cavalry is not setup yet. East 1-44 West 45-94 ***East Groups*** 1=Prussian Infantry Squad 2=Prussian Infantry Squad (Bayonets) 3=Prussian Landwehr Infantry Squad 4=Prussian Landwehr Infantry Squad (Bayonets) 5=Prussian Jaeger Squad 6=Prussian Jaeger Squad (Bayonets) 7=Prussian Uhlan Cavalry Squad 8=Prussian Dragoon Cavalry Squad (with rifles) 9=Prussian Dragoon Cavalry Squad (with swords) 10=Prussian Hussar Cavalry Squad (with rifles) 11=Prussian Hussar Cavalry Squad (with swords) 12=Prussian Cuirassier Cavalry Squad (with rifles) 13=Prussian Cuirassier Cavalry Squad (with swords) 14=Prussian Guard Infantry Squad 15=Prussian Guard Infantry Squad (Bayonets) 16=Prussian Guard Landwehr Infantry Squad 17=Prussian Guard Landwehr Infantry Squad (Bayonets) 18=Prussian Guard Schutzen Squad 19=Prussian Guard Schutzen Squad (Bayonets) 20=Bavarian Infantry Squad 21=Bavarian Infantry Squad (Bayonets) 22=Bavarian Jaeger Squad 23=Bavarian Jaeger Squad (Bayonets) 24=Bavarian Uhlan Cavalry Squad 25=Bavarian Chevauleger Cavalry Squad (with rifles) 26=Bavarian Chevauleger Cavalry Squad (with swords) 27=Bavarian Cuirassier Cavalry Squad 28=Wurttemberger Infantry Squad 29=Wurttemberger Infantry Squad (Bayonets) 30=Wurttemberger Jaeger Squad 31=Wurttemberger Jaeger Squad (Bayonets) 32=Wurttemberger Reiter Cavalry Squad (with rifles) 33=Wurttemberger Reiter Cavalry Squad (with swords) 34=Saxon Infantry Squad 35=Saxon Infantry Squad (Bayonets) 36=Saxon Schutzen Squad 37=Saxon Schutzen Squad (Bayonets) 38=Saxon Reiter Cavalry Squad (with rifles) 39=Saxon Reiter Cavalry Squad (with swords) 40=Saxon Uhlan Cavalry Squad 41=Brunswicker Infantry Squad 42=Brunswicker Infantry Squad (Bayonets) 43=Brunswicker Hussar Cavalry Squad (with rifles) 44=Brunswicker Hussar Cavalry Squad (with swords) ***West Groups*** 45=French Infantry Squad 46=French Infantry Squad (Bayonets) 47=French Infantry Squad (In full dress) 48=French Infantry Squad (In full dress, bayonets) 49=French Chasseurs Squad 50=French Chasseurs Squad (Bayonets) 51=French Chasseurs Squad (In full dress) 52=French Chasseurs Squad (In full dress, bayonets) 53=French Zouaves Squad 54=French Zouaves Squad (Bayonets) 55=French Turcos Squad 56=French Turcos Squad (Bayonets) 57=French Gardes Mobiles Squad 58=French Gardes Mobiles Squad (Bayonets) 59=French Sailor Squad 60=French Sailor Squad (Bayonets) 61=French Marines Squad 62=French Marines Squad (Bayonets) 63=French Dragoon Cavalry Squad (with rifles) 64=French Dragoon Cavalry Squad (with swords) 65=French Hussar Cavalry Squad (with rifles) 66=French Hussar Cavalry Squad (with swords) 67=French Lancer Cavalry Squad 68=French lancer Cavalry Squad (with cap) 69=French gendarme Cavalry Squad 70=French african chasseur Cavalry Squad (with rifles) 71=French african chasseur Cavalry Squad (with swords) 72=French cuirassier Cavalry Squad (with rifles) 73=French cuirassier Cavalry Squad (with swords) 74=French horse chasseur Cavalry Squad (with rifles) 75=French horse chasseur Cavalry Squad (with swords) 76=French Grenadiers of the Guard Squad 77=French Grenadiers of the Guard Squad (Bayonets) 78=French Voltigeurs of the Guard Squad 79=French Voltigeurs of the Guard Squad (Bayonets) 80=French Chasseurs of the Guard Squad 81=French Chasseurs of the Guard Squad (Bayonets) 82=French Zouaves of the Guard Squad 83=French Zouaves of the Guard Squad (Bayonets) 84=French Grenadiers of the Guard Squad (Bearskins) 85=French Grenadiers of the Guard Squad (Bayonets, bearskins) 86=French Carabiniers of the Guard Cavalry Squad (with rifles) 87=French Carabiniers of the Guard Cavalry Squad (with swords) 88=French Guides of the Guard Cavalry Squad (with rifles) 89=French Guides of the Guard Cavalry Squad (with swords) 90=French Empress Dragoons Cavalry Squad (with rifles) 91=French Empress Dragoons Cavalry Squad (with swords) 92=French Western Volunteers Squad (Ex Pontifical Zouaves) 93=French Western Volunteers Squad (Ex Pontifical Zouaves, Bayonets) 94=French Francs Tireurs Squad -
(SP) Franco Prussian War Mod (1870-1871)
ww2weasel replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
I also have in work some quartermaster scripts ~ Ammo box and units that will repair cannons, wagons, etc... To be applied in mission editor. I have used repair static guns script in WH40k mod Alamo mission. I have ammo crates done for ww2/wh40k and an ammo bag script that would allow for extended ammo range for longer missions. Just need to convert to FPW mod's unique ammo/magazine setup. -
(SP) Franco Prussian War Mod (1870-1871)
ww2weasel replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
Hi ProfT, I currently have in progress a comprehensive spawn system - the meat of the work is done - and I have infantry working in game minus your init scripts for some units. error messages when firing. Cavalry is another matter - that will take me some time as I need to marry vehicles to units. If you like I can send you a beta template mission for review. As I'm not really familiar with Franco Prussian war - I'd need you to review units to selected troop choice and make sure proper units are spawning. // WW2Weasel's contribution to the FPW Mod \\ || ~ ProfT has helped many in the community and this is my way to help ProfT with his excellent mod. || ProfT's structure for squads - is 10 man infantry groups and 5 man cavalry groups. With FPWspawnwave - I would strongly recommend leaving the unit's experience and group sizes as ProfT intended. Franco Prussian Mod's: FPWspawnwave FPWspawnwave & fpwspawnwave are not interchangeable for scripting purposes - they have distinct purposes. (FPWspawnwave = namesake for spawnwave system comprised of three files; "initialize.sqs", "wavefilter.sqf" and "fpwspawnwave.sqs".) (fpwspawnwave = variable within scripts and name of script "fpwspawnwave.sqs") Overall Vision for FPWspawnwave. The idea behind FPWspawnwave; was to have one script handle requests for all the different unit types of Franco Prussian Mod. It will bring a new dimension to the Franco Prussian Mod's overall gameplay. So most squads will be able to be called from this script to be used in wave attack styled spawning. After the units have died they will sink into the ground. There might not be enough time to remove weapons from the dead. So a mission designer must plan weapon crates, etc... accordingly to this caveat. I had to compromise between the length of body removal or the time for respawn. I opted for time for next respawn. In the FPW mod the action is fast and furious. Not everybody has a fast machine - So a quick removal of body - ultimately was the way to go. ------------------------------------------------------------------------------------------ more info ~ but not the time nor place to post yet as it is irrelevant for this thread at this time. -
(SP) Franco Prussian War Mod (1870-1871)
ww2weasel replied to ProfTournesol's topic in ADDONS & MODS: COMPLETE
I just downloaded this Mod. Nice work, a pleasure to play! -
The latest images - the Japs and Ghurkas. see images below. Still WIP - as sailor needs retexture.