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siglar

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About siglar

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  1. siglar

    Warfare Cooperative (WACO) v1.1.1

    Hi, this last is very cool, well balanced. Hints little bit annoing, switched them off. Thanks.
  2. siglar

    Warfare Cooperative (WACO) v1.1.1

    Hi, Yes it is, but it's for players only, AI don't use it. Also AI leaders don't use Depot's repair,reammo... . Things i'm talking about are: There are another stuff in arma, support services vehicles and ambu with waypoint "SUPPORT". You can call them through command menu 5-1-1...5, every AI leader use it. OK there are many field hospitals in the camps, everywhere, so no ambu. But u know, players are using Depot's repair,reammo,refuel and never AI leaders. Here is a chance for AI's armory, helis to go back to the battle with 100% functional vehicles. Its only few lines to put in the servers script, I don't know where exactly, and add "support" waypoints. Tried to use that future just in editor with respawnable support vehicles in the big range battle with lots of armory, helis from both sides. Wow, radiochat is full with "need support.. repair, refuel (usually helis)". Don't know, may be 10-20% of AI's commanding stuff can go back to the battle. Just check it.
  3. siglar

    Warfare Cooperative (WACO) v1.1.1

    Hi, I have an idea to use Arma's built in possibilities such as ambu, repair truck, refuel, ammo truck for AI only. Tried to add its but have a lot of errors, though think it's not difficult. All these stuff should be created by AI commander on the base, like supply trucks and salvagers. Think u can do it easilly. Have already tried to add that to big range battles with a lot of armory and could see AI's radiochat, they use them very active. Think it will give to AI more chances. BTW, tried to use Zonekiller's SupportV2 for east and guerr AI only, but think it's not finished. Anyway it's much more interesting to give more chances to AI.
  4. siglar

    Warfare Cooperative (WACO) v1.1.1

    Can u add players AImarkers like Benny warfare? tried to use his scripts but no results, guess i miss somethings.
  5. siglar

    Warfare Cooperative (WACO) v1.1.1

    Yes, its a good work. I'll be glad to try more. I see you decreazed Resistance side, so main battles are East vs West. Tried myself with small and large bonus for East, its cool. Some small warning about markers when starting: (RPT)<< Warning Message: No entry 'bin\config.bin/CfgMarkers.WTF_Dot'. >>, But could not see any problems while game.
  6. siglar

    Warfare Cooperative (WACO) v1.1.1

    Why not, let's try it.
  7. siglar

    Warfare Cooperative (WACO) v1.1.1

    Hi, Think 3 manned tank is more effective especially in city fight. While you stay in tank on gunner position you hear ai on commander place is always busy with his MG. BTW at first i changed "Server_UpdateTownResistance.sqs" adding commander to Resistance tank that way. So it became harder to shoot resistance tanks by launchers in city fight. My opinion is to add tank commander at least to resistance tanks. In the field battle there's almost no difference. So it can stay as is it. Could not add second gunner in "UH60mg", are there any suggestions? Brgds
  8. siglar

    Warfare Cooperative (WACO) v1.1.1

    Hi all, Some guys was looking ways to make 3 men crew in tanks, here is my decision: just little change in Server_BuyUnit.sqs: #CreateGunner if (_vehicle EmptyPositions "gunner" < 1) then {Goto "CreateCommander"}; _gunner = _team CreateUnit [_crewName,GetPos _vehicle,[],0.5,"FORM"] [_gunner,_side] Call InitUnit [_gunner] AllowGetIn true [_gunner] Join _team _gunner MoveInGunner _vehicle #CreateCommander if (_vehicle EmptyPositions "commander" < 1) then {Goto "LockVehicle"}; _commander = _team CreateUnit [_crewName,GetPos _vehicle,[],0.2,"FORM"] [_commander,_side] Call InitUnit [_commander] AllowGetIn true [_commander] Join _team _commander MoveInCommander _vehicle And for players in in Client_BuyUnit.sqs #CreateGunner if (_vehicle EmptyPositions "gunner" < 1) then {Exit}; _gunner = _team CreateUnit [_crewName,GetPos _vehicle,[],0.4,"FORM"] [_gunner,sideJoined] Call InitUnit [_gunner] AllowGetIn true _gunner moveInGunner _vehicle #CreateCommander if (_vehicle EmptyPositions "commander" < 1) then {Exit}; _commander = _team CreateUnit [_crewName,GetPos _vehicle,[],0.2,"FORM"] [_commander,_sideJoined] Call InitUnit [_commander] AllowGetIn true _commander moveInCommander _vehicle Deal with money already found in Config_HeavyFactory.sqs for each 3men crew vehicles, isaw in this thread something about: _m = _m + [000000 + (resistance(west/east)BarracksCosts Select GCREWTYPE(WCREWTYPE,ECREWTYPE) * 3] brgds
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