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awotter

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Everything posted by awotter

  1. It's not worth it now that's for sure.
  2. One full version for the price of two.
  3. Sorry you wasted your time and effort, but since it was always a possibility (and more likely a probability) that theft would occur you should have put your business obligations first it seems.
  4. awotter

    RACS activation

    Init_Common_Constants ;Range of resistance patrols/spawn in relation to a location's detection range. DETECTIONTOPATROLRANGERATIO = 0.4 MINAIGROUPSIZE = 2 MAXAIGROUPSIZE = 4 AIPURCHASERANGE = 150 AIDEFENDLOCATIONRANGE = 250 AIDISEMBARKVEHICLERANGE = 500 AIEMBARKVEHICLERANGE = 150 AIREINFORCERANGE = 3000 AIFORMATIONRANGE = 250 AIPATROLRANGE = 400 AIMINAIRFUELLEVEL = 0.1
  5. You could select a unit and use setPosASL in it's init. http://community.bistudio.com/wiki/setPosASL
  6. It depends on what you are trying to do volokdav, I believe if you search for mapfact in the forums they have an addon that allows you to place special effects like explosions in game (mapfact_misc?).
  7. What am I missing? I've dug through the ACE and SPON threads and I can't find why the debug log action works in the demo in regular ArmA but not in ACE.
  8. Have enjoyed both maps immensely Opteryx thanks for all the time and effort you put into them. I've been porting a WACO/Warfare version of Avgani with Siloa's Dynamic AI Creator and it's been great fun!
  9. awotter

    Warfare Cooperative (WACO) v1.1.1

    Are you using plain old Warfare or WACO? In WACO the arty is temporarily disabled.
  10. As far as I know there's never been an update to the basic Warfare release.
  11. Folks asked to help out on the Wiki and as far as I know that's never been acted on which is a shame.
  12. I'm just now learning DAC, the learning curve is steep but most worth the effort, I thought I would post an addition to this to clarify somethings because I really struggled with getting this to work. The camp configuration# for the NULL camp is 11 instead of 8 (in the read me) and you have to GROUP the game logic to the camp zone.
  13. awotter

    Warfare Cooperative (WACO) v1.1.1

    Thanks buble, looking forward to testing it out.
  14. awotter

    Warfare Cooperative (WACO) v1.1.1

    edited post until confirmed
  15. awotter

    Warfare Cooperative (WACO) v1.1.1

    Most of the things you are asking about are default settings from Warfare and not WACO so you need first to check Warfare threads and not this one, same with ACE related questions btw. To change the number of crew in heavy armor do it in Config_HeavyFactory _m: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_u = _u + ["T72_RACS"] _d = _d + ["T72 (RACS)"] _c = _c + [2800] _m = _m + [2800 + (resistanceBarracksCosts Select GCREWTYPE) * 2] _s = _s + [GCREW] _t = _t + [37] _p = _p + [37] _o = _o + [false] _i = _i + ["\ca\tracked\Data\ico\t72_CA.paa"] _r = _r   + [true] And changing the Barracks config should be done like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_v = _v + ["GCREW"] _u = _u + ["ACE_SoldierGCrew"] _d = _d + [Localize "STR_DN_CREW"] _c = _c + [75] _t = _t + [5] _p = _p + [5] _i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"]
  16. awotter

    Warfare Cooperative (WACO) v1.1.1

    Eagleone, you need to make the changes in Common\Config\Config_Barracks.sqs in the Resistance section and replace the _u value with the appropriate ACE unit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_v = _v + ["GCREW"] _u = _u + ["SoldierGCrew"] _d = _d + [Localize "STR_DN_CREW"] _c = _c + [75] _t = _t + [5] _p = _p + [5] _i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] _v = _v + ["GPILOT"] _u = _u + ["SoldierGPilot"] _d = _d + [Localize "STR_DN_PILOT"] _c = _c + [75] _t = _t + [5] _p = _p + [5] _i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"] <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ACE_SoldierGPilot ACE_SoldierGCrew
  17. awotter

    Armed Assault videos

    My Armed Assault tribute to the opening scene of Dogs of War:
  18. awotter

    Warfare Cooperative (WACO) v1.1.1

    Units can be added to AI teams in Common\Config\Config_AITeams.sqs. I believe there is some randomness scripted to what appears in towns based on the type of town they are (Large,Medium,Small) so you may not see all units every time.
  19. awotter

    Warfare Cooperative (WACO) v1.1.1

    bhaz and Doomguy, thanks for all your hard work, I added some camps to the Afghan Village (for a total of 4 at each depot) just to make it a little more wicked if you don't mind. edit: The starting locations are also pushed back a bit from their original locations. edit:Took the link down, one camp was to close to the SW edge of the map and was causing AI problems.
  20. awotter

    Couple Newbie Questsions

    To use night vision goggles use the "n" key. To see what default key settings are and to change them use the keyboard options screen in game.
  21. which makes the number of AI teams equal to the max. number of player teams. This is not what you want, since you want to have fewer AI teams. You could change it into something like the following to get only 8 AI teams:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> for [{_i=0},{_i<8},{_i=_i+1}] do {eastAITeams = eastAITeams + [eastTeams Select _i]} for [{_i=0},{_i<8},{_i=_i+1}] do {westAITeams = westAITeams + [westTeams Select _i]} Let me know if it works out! Doomguy Thanks Doomguy, I updated the Teams and Slots arrays after adding 2 playable slots for each side to generic Warfare and tested it with your code, unfortunately the AI leaders aren't generating squads and responding to the AI commander.
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