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Posts posted by Bon
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No that sounds like a BattlEye problem. Whenever you get kicked out of the server once you are past the briefing with no (error) message at all, its most likely that Battleye failed to initialize.
Right-click on your steam games list entry and choose "Reinstall Battleye" or something. If that doesn't help, make sure it is in fact battleye by trying to connect to a server which is NOT running Battleye (you can see that as an info in the server list).
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Favourite scripts would have to be your arty and UAV scripts, I don't suppose you might release the UAV script for us? It's so superior over BIS, I have no idea how you did it but well done!!!
Hey,
actually, 95% of the UAV script is Bohemia code. There are some changes and modifications in order to make it compatible to MP and JIP and stuff, as well as some minor tweaks, but all in all... credits should go to BIS :)
However, here's the script extracted as a sample mission:
http://fh-warzone.de/downloads/boninf/scripts/uav.Desert_E.7z
hf.
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_closesttown = (nearestLocations [player,["NameCityCapital","NameCity","NameVillage"],10000]) select 0; _town_name = text _closesttown; _town_pos = position _closesttown;
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Hi greasy_trigger,
its no parameter and actually not trivial to find.
In the bon_arti_fire.sqf there is, somewhere at the end of the script, the line
sleep (30 * _nrshells);
That's what you are searching for. It means it takes 30 seconds for each shell ordered by a cannon until the cannon becomes available again. Replace the 30 by any higher value you want, in tfor it is 60 seconds.
hf.
I know you finished this up a while ago,We integrated it and it works flawlessly, very nice scripting!
We played TFor the other day, he uses your arty system, but has managed to make the arty reload times longer than is present in the standard system, not the number of rounds per hour, but when you call a fire mission and the cannon goes red, this red period lasts a lot longer for any number of rounds. The question is, is there a parameter that can be edited so that i could include this lengthier period of time into our missions, I don't really want to try to copy across TFor's scripts as he also relies on the player placing arty cannons etc, whereas I want the imaginary ones in the original scripts. I will continue to endeavour at finding the difference in code between the TFor version and the standard. Any help much appreciated, thanks!
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Thanks for sharing the port, very kind of you. Will give it a go next week.
Cheers.
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Hi,
check this out if you want:
http://chernarus-force.net/index.php?site=files&file=7
It is a simple GUI, i.e. a list of backpacks with a picture of each, and lets you equip with a backpack by selecting it in the list and clicking on the picture.
Shouldn't be that hard to integrate it in your mission, readme included.
hf.
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If the object is empty first, and you want a unit becoming invincible by manning it, use the getin-eventhandler, putting into the object's init:
this addeventhandler ["getin",{(_this select 2) allowDamage false}];and, of course, for undoing that, use the getout eventhandler:
this addeventhandler ["getout",{(_this select 2) allowDamage true}]; -
Couple of bugs:If a pilot dies and respawns any AI he hires dies as soon as they are processed. It fixes if you pick another pilot slot at the lobby.
It also could be just a certain pilot slot. I've heard reports it's only in the third pilot slot.
Ok I never heared about it, and it took me just a full hour to test in all kinds of situations and settings, tried to reproduce the problem on all versions, for all pilot slots, both on local hosted as well as on dedicated environment. It's all working fine.
Crew Chief is considered a "pilot only" position. So if you try to get AI to board in it that aren't pilot they get kicked out and left behind since they won't take a "seat in the back"
Also, is there a way you can remove the pilot limitation or make a certain version without it?
This is not a bug but intended and has been discussed at least twice in this thread.
Check the config.sqf for the lines:
tfor_pilots = ["US_Soldier_Pilot_EP1","US_Pilot_Light_EP1",...];
tfor_crewmen = ["US_Soldier_Crew_EP1",...];
in the MISC section. Remove all entries from the lists to remove the limitation of both tanks/apcs and helicopters. The pilot/crewman restriction is a basic aspect in TFOR and will never be changed or removed in an official version.
And when you customize the mission you provided the MHQ never shows up. ACE on or off.
Ok I just started each edition of the mission in the editor, and in all cases the MHQ spawned properly. Maybe I misunderstood what you were saying?
I'm wondering if you could make an ACE version that includes all the ACE equipments and effects?One of my main problems with ACE is, that it simply has too many features, I feel it way overloaded (where, of course, that's exactly what others appreciate, so no point on discussion, it's a matter of taste). I downloaded ACE recently in order to create an ACE edition, just for the good willing, and started to gather all the equipment ACE provides. I gave up after about half an hour. So many weapons, so many items, so many vehicles, units....
I refuse to deal with that, there's no challenge in doing it, no fun, and I'd never play an ACE edition of this mission anyway.
Besides, I just don't understand why people don't do it on their own:
- Load the respective mission in the editor, you find the unpacked files in the archive.
- Replace all units you like, but keep the init code.
- The weapon crate content is defined in a script called 'ammocrate_filler.sqf' and is more or less intuitive, too.
- And in case of any problems you may encounter I'd love to help, either in this thread or via PM.
Bottom line: can't expect an ACE edition from me. Sorry.
And for every ACE dev who just read this, no offense, you're doing a great job.
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Are there any plans for a "PMC" edition? It could focus on smaller and less intense missions where one should not expect to face enemy tanks or helicopters. More escort type missions would be appropriate for PMC units.Hehe, I'm sorry fellas, but to express it in a diplomatic manner, I am not a big fan of this PMC thingy. I won't reason that as I don't want any discussion here, however, me, will never make any missions requiring those PMC units.
Nevertheless, hf.
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First i would like to congratulate you bon on one of the most amazing coops ive ever played. Truly since ive got it me and my freinds have been playing it alot.the problem im having probly is something on my end and not yours but any advice from anyone on how to fix it would be great because its rather..frustrating it regards the xray yankee coordinates on the map.
if i select the commander role i have the xray yankee coordinates however..any other role i select rather it be squad leader, pilot, special forces. my xray and yankee coordinates are gone there not visible on my map were there suppose to be and ive failed at any attempt to try and figure out why there not there. this can be rather frustrating as without those coordinates i cannot call in artillery when im in the field any help from anyone would be greatly appreciated.
Strange. sounds more like a bug than your fault. Can't imagine what a player can do wrong at this point. However, I can't manage to reproduce this problem. It's all working fine for me - I always get the coordinates displayed no matter what class I am playing...
hello boni have a problem.
i added an a-10 with the same init like the ah64. but with my own texture. (this setObjectTexture). spawn time: 320 instead of 600
both aircrafts still there if i deactivate the parameter "Advanced Aircraft"
do you have any idea?
i use the up to date ACE client from sixupdater.
Did you check the list tfor_advanced_aircraft_list in the config.sqf? That's the types and kinds of vehicles that can be disabled by mission parameter. When you use an ACE vehicle, it is probably not covered there.
Thanks Bon I will give that a try, ported to Duala and Lingor had a hell of a tough fight in all that jungle of Lingor! Lots of Fun!This is top notch missions and scripting!
+1 for those ports to share with us :)
And thanks for the flowers all of you.

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Bon, if I am using a different island and I want it to find a mission location farther out to use more of the map do I change these values? 800 and 2000?_nextclosest_locations = _nextclosest_locations - nearestLocations [getMarkerPos format["respawn_%1",tfor_friendly_side],["Name","NameVillage","NameCity","NameCityCapital"],800];
if(isNil "_location") then{
_location = _nextclosest_locations call getRandomElement;
} else {
_found = false;
{
if(position _x distance position _location < 2000) exitWith {_found = true; _location = _x};
Thanks
Give it a try, I doubt you can break anything by changing those numbers anyway.
But I suggest you play with the "tfor_maxmissions" value first before changing this part of code (in MP its set by mission parameter (paramsArray select 2), in SP its set in the init.sqf).
What happens in the code you are looking at here is the partitioning of the island locations depending on the tfor_maxmissions value (which is, actually, just the number of partitions). The lower this value, the less partitions of locations will exist, hence the locations picked will be farther away from each other.
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Would it be possible to break down the slots into groups?We'd like to use STHUD.
Thanks Bon.
Well, I don't see any problem with merging the slots into groups, except that the then non-leading players could still recruit AI which then joins the players group. A neat workaround for that would be to change the units accordingly, to, lets say, medics, engineers, marksmen etc. (the ai recruitment so far is restricted to the units given).
Or change the init code from the barracks building at base from
this addAction ["<t color='#FFFFFF'>Recruit Units</t>","bon_recruit_units\open_dialog.sqf"]
to something like
this addAction ["<t color='#FFFFFF'>Recruit Units</t>","bon_recruit_units\open_dialog.sqf",[],-1,false,true,"","[color="Red"]player == leader player[/color]"]
However, the bare, "non-pboed" mission files are included, feel free to load them in the editor and group the units up as you like.
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only issue I have come across is the "Construction" when using the MEV Stryker, everything goes BLACK and locks up.What do you think causes this?
I know the issue, looks like the interface takes a long time to initialize, or the interface initializes fast, but the logic behind it takes longer (don't know exactly whats going on there, as the Construction and UAV interface is all Bohemia code I just extracted from the respective modules). But I only had it using the editor preview, not on MP and especially never on a dedicated server environment.
However, I think how to fix it is just trying to open the interface again (whilst having this black screen): Scroll with the mouse wheel as you did before, and press left mouse button. Repeat that a few times if necessary.
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changelog:
- FIXED: dragging screws up the first aid system
- FIXED: player remains in full health after getting kicked out of a destroyed vehicle by the first aid system
- FIXED: convoy in "stop convoy" task sometimes spawns inside rocks / below groundlevel
- FIXED: sometimes AI recruits spawn inside barracks and get stuck
- CHANGED: merged both the missions "destroy scud" and "destroy AA radar"
- CHANGED: changed truck type in "bringtruck" task to ammotruck (makes more sense somehow :-)
- CHANGED: first aid system: red blurring instead of black fadeouts when becoming unconscious.
- CHANGED: rallypoints: You must be at least 500m away from the current FOB to deploy a rallypoint.
- CHANGED: fob: Ammobox with complete content at FOPs
- CHANGED: misc: M2A2 to M2A3; added values to parameter for daytime; loadingscreen slideshow
- ADDED: possibility to equip with many kinds of backpacks by using a simple list menu
- ADDED: parameter to choose between 1. FOPs & Rallypoints, 2. FOPs only, 3. none of them
- ADDED: possibility to save loadout at ammocrates (incl. backpacks and -content)
- ADDED: killing civilians increases the deathcount
- ADDED: BAF edition, Zargabad edition
- ADDED: 3 additional tasks
- ADDED: pilots can drop loaded ammunition now while airborne (actual supply drops with parachutes and stuff...)
- ADDED: commander role; commander has access to UAV; can grant/decline supply drops requested by other players
- ADDED: commander also can construct several useful things like additional barracks, command post, field hospital...
- ADDED: parameter to restrict artillery construction to commander
- ADDED: hide an enemy heli park somewhere on the map; destroy it in order to cut enemy air patrols
- ADDED: own AI now tracked on map if markersystem enabled
Downloadlink:
takistan-force.net (also updated the first post)
Not as many changes as some may have expected (was pretty busy during the last months). However, the focus in this update is...
the Commander role:
Not important to solve the mission, the commander can make life much easier.
- The UAV can be used to detect high value targets and hostages in no time (e.g. rescue pilot task).
- Troops can now request assets like vehicles and ammunition/weapons while in the battlefield. The request granted by the commander, a C130 moves in to the drop zone and drops the requested supplies.
- Being close to the MHQ (a MEV Stryker), the commander can build
- command posts providing access to the supplydrop management and UAV,
- additional respawn points,
- additional barracks for recruiting,
- AA launchers...
The list of assets can easily be extended using the enclosed config script.
- command posts providing access to the supplydrop management and UAV,
Besides that stuff and some minor tweaks and improvements, I still hope people can have some fun with the new version anyway.
The downloadable archive comes now also with the unpacked mission files, so that everyone can easily load it in the mission editor in order to extend/modify/customize the mission to match individual preferences.
Regarding to an ACE edition of the new version, further information will follow (however, such edition does not exist yet, and once again I'd appreciate any effort on community's side :D).
Hf.
- FIXED: dragging screws up the first aid system
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If anyone has an example please let us know how to do the same but kills are counted for side (west/blufor for example) and player named "westco" gets that addaction.I'd have a problem broadcasting a message over the network each time a unit gets killed. Ok, since the message consists of only an integer value I don't know if my concerns are reasonable.
Anyway, my approach would be to create a repeated trigger covering the whole map, set it to BLUFOR activation,
condition:
if(isNil "westcount") then{westcount = count thislist}; westcount > count thislistactivation:
if(isNil "reward") then{reward=0}; reward = reward + (westcount - count thislist); westcount = count thislistAnd the condition for the action to be available uses the value stored in the variable 'reward'.
Didn't test it, also don't know if it leads into performance loss, however, safes you some network traffic.
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Still playing the mission in Team with my Clan. Very good mission !Tonite we play some intense pursuits we weren't accustomed to while playing ArmA2 ^^.
I have seen again the issue I have speak about in my previous post. I believe it's related to the rallypoint been set nearby a camp or a FOB. At the end of the mission these item are erased from the map; if the the rallypoint is nearby it will be erased with the camp/FOB and can't be retrieved afterward.
Glad to hear you're still playing it. New version to be released within the next days.
Regarding the "rallypoint disappearing" problem, I couldn't reproduce it yet, though tried, however, your suspicion sounds reasonable. When the FOB gets moved, all object types being part of the FOB composition withing a certain range get removed, and if you plant your rallypoint close to it, of course gets removed, too, and you're doomed.
But please tell me, why to deploy a rallypoint near the FOB in the first place? :confused:
hf.
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Hi,
I wonder I you could modify that script so I can recruit both EAST and WEST troops in separate scripts (some use for PvP gameplay)?it all comes down modifiying the file recruitable_units.sqf.
Atm it looks like this:
bon_recruit_recruitableunits = [ "US_Soldier_AA_EP1", "US_Soldier_AAT_EP1", "US_Soldier_AHAT_EP1", "US_Soldier_AAR_EP1", "US_Soldier_AMG_EP1", "US_Soldier_AT_EP1", "US_Soldier_HAT_EP1", "US_Soldier_AR_EP1", "US_Soldier_Engineer_EP1", "US_Soldier_GL_EP1", "US_Soldier_MG_EP1", "US_Soldier_Marksman_EP1", "US_Soldier_Medic_EP1", "US_Soldier_EP1", "US_Soldier_LAT_EP1", "US_Soldier_B_EP1", "US_Soldier_SL_EP1" ];
For having different lists depending on, lets say, the player's side, you could write this:
if(side player == WEST) then { bon_recruit_recruitableunits = [ "US_Soldier_AA_EP1", "US_Soldier_AAT_EP1", "US_Soldier_AHAT_EP1", "US_Soldier_AAR_EP1", "US_Soldier_AMG_EP1", ..... ]; }; if(side player == EAST) then { bon_recruit_recruitableunits = [ "TK_Soldier_Medic_EP1", "TK_Soldier_Officer_EP1", "TK_Soldier_EP1", ..... ]; };This is just a quick example, actually there's lots and lots of other approaches for this, just try customizing it yourself.
Hf.
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- How exactly do you build an artillery fire base, as it says you can in the OP? I could not for the life of me figure out how.
- At one point I got a comm message saying something like "you have 20 rounds of XYZ available for artillery strike" (sorry don't remember the exact text), but I could not figure out how to use this. What caused this message to happen, and how do I use it?
- Is there any way/place to recruit AIs other than the main base? The reason I ask is, I will deploy a rally point, which it seems I can respawn to, but if I lose any of my AIs, I have to go back to base to replace them.
Hi Joehunk.
For artillery construction and usage check out post #61.
For the possibility to recruit AI other than in main base I am working out a solution atm.
@Old_Bear: Thanks, will check out if I can reproduce this problem.
- How exactly do you build an artillery fire base, as it says you can in the OP? I could not for the life of me figure out how.
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you dont even need a script for this. into the vehicle's init line goes:
this addEventHandler ["Killed",{(_this select 0) spawn {sleep 30; deleteVehicle _this}}]However, what went wrong with your try is the call of the script in the init line, must be:
_nul = [this] execVM "delete.sqf"
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Hey ho.
Keep it lazed. The bomber always comes in from the same direction, however, can only drop the bomb from where it can "see" the laser reflection. So if it doesn't drop the bomb in the first approach, it most likely returns and tries it again and again until the bomb is away.
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@Unger: Nice work, enjoyed reading this - screenshots are well done, too. Also thanks to Kharrn from me.
@Pauld: thanks for the input; I just finished a small "Supply Drop Management System": non-commanding players can request any kind of supply drops (only objects, no AI units), commanders can grant or deny these requests....
@Neopas: Alright, thx, really glad you like it.
hf.
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I am thinking about introducing a commander role.
This role can recruit only a very few and non-special types of AI soldiers, but has access to a UAV and maybe high command (if I get this MP compatible).
I also would restrict the possibility to setup artillery just to the commander.
What do you think of that idea?
Clawing for ideas for new tasks and features to expand this mission I remain unsuccessful...
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Coop 20 TFOR N v1.02 has a revive bug. When you drag someone, you cannot administer first aid. Also, some pubbers have said that there is a problem with creating an account for the forums. I know your bogged down with work so no worries. Just trying to give a heads up.Hey there, how's it goin? Me, am almost through with all my work to do, and come up soon with lots of free time to continue working and expanding this mission. To your notes:
The drag thingy in v1.02 was already known to me and has been fixed for the next version.
And: what forum you meant in particular? And you know the problem to register in detail?
@Bon - Wanted to know if/how to add the M252 to artillery for construction.To edit the construction list you have to make some small changes to the file bon_construction\init.sqf. However, I recommend to wait for the next version to come out - there will be a simple interface to get all kinds of backpacks near the ammo boxes. It would then come down to you adding mortar backpacks to the backpack list, which then, can just be put into any vehicle's cargo and set up wherever you want it.
hf.

Unlimited ammo made simple!
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}]