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-CSLA-ZerXen

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About -CSLA-ZerXen

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  1. Hello OC, Well, the most important array is this one in my script "ZXscripts/playMusicOFP.sqf" _ofp_tracks = ["Track1","Track2","Track3","Track5","Track6","Track7","Track8","Track9","Track10","Track11","Track12","Track13","Track14","Track4","Track15","Track16","Frost"]; These are the in-game names of music tracks. I have taken these from inside the game. For example if you place a trigger to a map and select as action there play music, the drop-down menu of available music has these names there already with CWR2 mod. In summary, if the music you want is already inside arma (all these songs are from CWR2 mod) then you can only extend the array with more tracks. However, if you are talking about putting completely new music files to the game (for example your favourite mp3), then you have to first compile it to the mission. Arma can use .ogg files directly, so you should be able to modify my script to play the external .ogg tracks and also external .ogg files. There are guides out there like this one: Hope this helps, there is a lot of guides out there ;) With regards, ZerXen
  2. Xmas 1985 CWR2 Domination Special - Malden Hello all, I played a bit with a Xmas themed CWR2 Domination - Malden variation that I created for the upcoming holidays and a little LAN party of mine. And decided to post it public here if someone would like it. Features: + Classical Xmas carol music inside the game to set the mood right at the beginning. Also if you visit the x-mass tree, you get to hear it again. + Non-stop snowing/fog effect and cloud cover (fixed the original winter weather in some minor bugs for this release) + A place to hang out during the cold holiday nights with friends (and some ladies!) + Xmas presents for all, hidden under the tree! But be careful, if you will be naughty to the ladies, Santa will take them away from you! + Tweaked the default starting parameters for maximum Xmas mood (winter weather, no flares in cities, start at 18:00pm), I recommend trying these at least once before changing them (alternatively change the start time 4pm). + All other characteristics compatible with the usual 12e version of my Malden CWR2 Domination. SCREENSHOTS from this Xmas special. Credits To original Authors this work is based on: Xeno's - Domination CWR2 Mod DCs Everon CWR2 Domination Malden CWR2 Domination Homepage More details + SCREENSHOTS from this Xmas special. Download Xmas CWR2 Domination - Malden 12e WEST Feel free to comment and/or tell me about bugs ;)
  3. If the convoy didn't found the road, it can still be the island creator error that the roads doesn't contain path waypoints correctly. Try the cicada in empty editor and some test AI car and a waypoint (or give it move order) if it will be able to use a road. On the glt, I tried to remove all glt for basic west/east versions completely (or comment it out), and I tested by starting the missing in arma install that didn't had glt addons installed. If it is causing a problem, let me know which file it is.
  4. start ArmA2oa.exe with the ""-showscripterrors"" parameter to have script errors show while playing, it should at minimum tell you the line in the sqf files the script has issues with. This with some screenshots should work for most basic bugs. Alternative are some more techniques that you can read about here : http://community.bistudio.com/wiki/Debugging_Techniques ZerXen.
  5. 11 and 17 were changed a bit, there was no bug in them, I only disabled the random officer placement in 400m radius in one, and in the other I disabled the fortress protecting the enemy officer.
  6. Update 12e released, only bugfixes, integrated new garroson script + in preparation for a special mission I started preparing, one new parameter added that can, if someone wants, give ArmA2 weapons to the ammo stash. I personally will not use this, I also do not expect many CWR2 fans to use this as it breaks the 1985 atmosphere (by default it is disabled), but as I already had it created, I made the choice available. ZerXen
  7. Hi, I checked the mission #11, at first I also thought it is broken as there was nothing directly at the destination, but then I started to read the mission script. This mission is not the "usual" with commander hidden in a bunker. In this mission an officer is randomly placed in 400m radius without fortress and is moving around. You have to find him ;). But I understand that it is confusing, therefore I have played with the script a little and made it that the commander hides in the haystack building. Will be done this way since next version. PS: Back to one old/fixed problem with an enemy officer that went fishing and was under the docks, I will be recreating this mission without the fortress protecting the officer and this way I can put him up on the docks properly. On your questions. 1.) \x_missions\x_missionssetup.sqf 2.) the "BASIC" infantry group is defined in i_server.sqf, find this string that define for example east soldiers team ant this string defines west team But for main targets, I would recommend focusing on the definitions of the number of teams on main target defined in i_server.sqf (full text search "WithLessArmor" and look around). For side-missions, some missions create enemies directly in the scripts, others use Xeno's custom created functions that call the number of spetznats and a number of basic groups (but the basic group is the one defined in i_server.sqf I told you above. For inspiration have a look at mission 17 and these functions:
  8. Hello All, I am having trouble finding a way how to override an Island (CWR2 Malden) environmental sounds (like flies and mosquito sounds that are random). The point is that I am doing a mission that should be happening in winter, I played with color filters and integrated community created weather system to give me some snow fall, but the atmosphere is totally killed by environmental insect sounds. Insects do not fly in December :mad: Can anyone think of a way to get rid of all insect environmental sounds without modifying the island itself ? I was thinking of having "class CfgEnvSounds" defined in "definitions.ext" (as opposed to island config.cpp as proposed here on the forums in island editing, but I cannot find a complete example of how to do this. Many thanks for any ideas. ZerXen
  9. Hello OverCharger, Can you give me side mission numbers you were having troubles with? I will have a look. PS: I have garrison script 1,5 integrated and also I have synchronized you nice east version fixes with the west versions. So after I have a look on your side mission troubles I will release new versions. PPS: Also I am preparing a surprise :), but that will be available hopefully in a month as it has to have much more new scripting done to work as needed. ZerXen
  10. Hello OverCharger, Hehe :D the only real authors here are Xeno and the previous guys :D I was just playing around because Malden is very nostalgic for me from the first Operation Flashpoint demo released in 1999/2000 that was located on Malden. Also I believe that because we edited the missions directly we avoided the "mission building system" that comes with Domination missions created by Xeno (the official non-cwr2 ones). If we were to maintain this system we wouldn't have change synchronization problems between east/west versions. Thanks for notifying me about new version of Garrison script, I will incorporate the new Garrison script 1.5 as there not much to do other than to replace the script files in the mission. No problem. Peter
  11. Hello OverCharger, Uff, that looks like a lot of nice fixes. I do not mind putting you as a co-author for 12d, but for that I would have to go through your changes and also incorporate them in the west version to keep both missions streamlined to progress through versions together as east/west pack. The side mission texts and changes to other sqf files can be, I believe, simply copied as they are identical for both versions (I will check them for changes to be sure), but your manual moves of markers in mission file will be a little harder to check (will have to copy&paste a lot of changes that I find). In any case for sending the mission to me, gmail should do the trick, I will send you a PM with email address, if you plan no more changes in the next days, send it to me and I will have a look next weekend if time permits to incorporate to west versions. Then we can then call them version 12d and I release them. With regards, Peter
  12. So by dispersion if you mean "enemy shooting accuracy", I believe without any 3rd party mod, you can only set the "Enemy Skills" to LOW in the mission parameters before start. On the topic of playing domination with smaller number of people. First, because I was also only testing with 2 friends, I added the "Recruit AI (max)" option by default to 16 and you can also have 32 AI in your team. This was my way of making main targets possible for small number of players. Secondly, also if you select "With armor" -> none, you will get no armored vehicles on main targets, but more infantry groups, this is a nice soldier vs soldier tactical shooting in towns. Also good for smaller coop parties. (I believe there will still be armored targets in side missions and patrols on island). PS: Version 12c uploaded with the mission fixes (plus few I found myself), AN2 is now a drop plane for Russia.
  13. Hello OverCharger, Thanks for bug reports, the texts are repaired (will be added in 12c), unfortunately I do not see a different way of fixing the ural mine than moving the target inland. But I can live with a few underwater units, so it will stay for now. I will think about the AN2, the C130 was a bit bothering, but I didn't yet played much the east version. But this is easy to change, will try in 12c to change to either AN2 or Mi17. If you want more enemies, you can open the mission pbo, open file i_server.sqf, in this file there are min,max number of units definitions for main targets. For example:
  14. Thanks for responses. 1) The "fishing vacation" bunker was moved a more towards the shore (Didn't find a way to put him above the docks). 2) The tanks missing was a little harder as it worked for me in the west version :) until I found you meant the east version. The bug was old "cwr2_m1" vs new demo4 "cwr2_m1a1" calling of the M1A1 tank that was wrong. I repaired when I found it in i_server.sqf. I will be updating to 12b as soon as I pack the missions back together and upload them. PS: A tip for mission creation/testing on your Cicada, to force the mission to select a particular mission (for example your problematic tanks was mission 29), you can add (or uncomment) "_current_mission_index = 29;" in the "x_getsidemission.sqf" file.
  15. Hi OverCharger. With version 12a released just few minutes ago, now the basic EAST/WEST versions are CWR2 only. WEST Mig/F16 edition now stands alone as only mission that needs the additional F16/Mig addons. Regarding the side-mission text, I believe I already edited all the side-mission texts to have them having sense on Malden environment. If you spotted some that was not rewritten for Malden correctly, you can tell me as a "bugreport". To your questions: 1) Feel free to port to any other islands, Xeno is original Domination creator, DeamonCleanter created CWR2 Everon version and I basically ported DeamonCleaners Everon version to Malden with some updates and with my personal tweaks (like my belowed OFP OST player and now with building garrison script), if you maintain credits of the original authors, everyone in the community benefits from new missions ;), do remember to share later. 2) What "tracks" you mean? In the "music on" player? If you mean add more tracks to the "music on" playlist, have a look to the ZXscripts directory in the mission container. The script is primitive and relies on manually defining the length of music track to wait until going to another random track in the list there. So you can easily extend the track list in "playMusicOFP.sqf" to any music track in ArmA as long as you know the music length in seconds.
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