-CSLA-ZerXen
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CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen posted a topic in ARMA 2 & OA - USER MISSIONS
I've ported Xeno's/DemonCleaner's (DC) Everon Domination to another CWR2 island Malden and made some personal small tweaks. Original BIS Topic about Everon version ported. From all the missions that DC created I ported only Standard version of Domination West Combined Operations (CO). Didn't yet looked at East/OA/ACE versions at all. The latest version is 11c and the requirements are CWR2 demo4 release and "Community Based Addons" package just as the original Everon version. Plus mig15 addon and if you want F16 version of the mission, there is incorporated GLT F16 addon, but some small tweaks are needed to enable this F16 mod with domination wreck system. More info below in requirements. Version 12e: + NEW FEATURE: New selectable mission parameter allowing you to have ArmA2 rifles available (including Javelin), by default it is off as I want this mission to be primary still good old 1985 CWR2 and no any modern warfare toys playfield, but if someone wants to have some fun change, it is available for you. No Arrowhead weapons btw as desert skins are definitely out of touch with Malden. + UPDATE: Integrated zorilya's Garrison Script 1.5.2 to have even better in buildings town battles. + BUGFIX: Some more bugfixes in two Side Missions + two missions enhanced. + BUGFIX: Additional fixes by OverCharger synchronized to all east/west versions. For more information visit homepage: Malden Domination 1985 blog homepage Version 12c: + BUGFIX: Some minor bugfixes in Side Missions. + Vanilla AN2 is now drop plane for east. Version 12a: + UPDATE: Integrated zorilya’s Garrison Script 1.4 to have even better in buildings town battles. + UPDATE: Added CWR2 Demo4 Russian V80 Gunship to missions. NOTE: Redefined Malden mission versions requirements. Now no other addons than CWR2 Demo4 needed for basic WEST/EAST versions. F16 and Mig15 mod needed for WEST_F16 version. Version 11c - beta: + NEW FEATURE: Added Zorilya's Garrison scripts 1.3, now some portion of the main target infantry will actively hide inside buildings (see picture below). + BALANCE: Removed the Mig15 with FAB250 bombs (now only one with guns and in the F16 version also with only R-73). + BUGFIX: Fixed compatibility with the CWR2 demo 4 (the missing "Revolver" message at the beginning). + BUGFIX: CWR2 east infantry group definition is wrong in CWR2 Demo4, this is causing the whole targets being guarded only by small number of Spetsnatz -> Fixed by manually defining East infantry group soldiers and now much more satisfiable infantry force will be present on main targets. I must play a bit more to see how the SideMissions handle, but I believe fixed here as well on first look. Garrisoned main target soldiers picture: http://www.networkgeekstuff.com/uploadfiles/garrison_small.jpg (190 kB) NOTE: This is a beta release as work is in progress in being done to integrate the Garrison script to version 1.4. No-addon version will be also released in the next release. Version 09c: + Created and added OFP/CWR2 soundtrack player to the “Status Dialogâ€, when activated the original OFP 16 track playlist is played in random order indefinitely to get the best OFP 1985 atmosphere in coop. (NOTE: See picture below to find “Music ONâ€/â€Music OFF†buttons) + Made the base defense structures invincible (bunkers/trenches/lamps/hangars) to avoid having not-functional and/or bad looking base just from a few enemy helicopters crashing somewhere. + Base defenses now consists of 1xM1A1, 1xVolcan, 1xAvenger,1xM113. All with indefinite ammo and if destroyed will re-spawn in around 5minutes. + Added the newly released CWR2 SCUD launcher to one of the side missions where you have to destroy it before it launches the rocket. + Added wreck indicators when destroyed to all initial equipment I added to the base for atmosphere/usefulness/fun like Camel and Mig15 planes, all civilian cars and T34s on base and so on. This will solve the issue of having trouble to find you mig15 when it is shot down for wreck repair. + The base was completely re-aranged to enable AI controlled takeoff/landing/taxi to be without issues and also in the taxi way the “plane service point†will rearm passing AI planes. + New mission variation: From this version, I tried to incorporate F16 addon (this plan was deployed since 1974 so not impact on 1985 atmosphere) and because for this I had to modify the addon itself to work with the wreck repair system, this version is released as a stand alone download until the guys behind F16 addon make the addon wreck generating script ArmA2 standards compatible. More info in requirements. version 08: - fixed some small mission issues - rearranged the base to allow AI airport traffic (was obstructed by all the other stuff on the airport). NOTE: You should probably get bonus Air Vehicles out of hangars before putting AI pilot inside! - changed the L39 plane to Mig15 addon pack as a small instant-bonus aircraft (see requirements/credits) - fixed bonus air spawning pointing to the inside of hangar - added some light ArmA2 weapons to the ammo crates (nothing heave or Javelin, also I will probably remove M8 as 08a version quite soon as it breaks 1985 atmosphere) version 04: - L39, East/West Camel and a pair of T34 and other not so powerful, but fun to have equipment cam be found on the base by default (wreck repair capable). - As CWR2 demo release had an issue with with SU25 cockpit animations, I placed vanilla SU39 for side mission steal-and-get-to-your-flag mission. Will put back when CWR2 repair the model. - Malden is a little cheap on "military" looking locations therefore for some side-missions I had to improvise and create some camps/buildings myself, their quality is random but I will make them better in time. Download File not yet uploaded to any site like armaholic.com and is hosted as my humble blog, so temporary available directly here: CWR2 Domination 1985 - Malden ZX EAST edition(version 12e) CWR2 Domination 1985 - Malden ZX WEST edition(version 12e) CWR2 Domination 1985 - Malden ZX WEST edition with Mig15/F16 mod (version 12e) - see requirements below!!. Requirements: CWR2 Mod Homepage . extra Mig/F16 version requirements!!: Mig15 pack (armaholic.com link). GLT_F16 mod (armaholic.com link) - there was an issue inside this mod that didn’t spawned plane wrecks properly causing that the plane was unable to go through the wreck repair or even wreck deletion from the map and I had to edit the mode pbo itself to create a workaround. As this is hopefully temporary and I cannot host the whole mod here, this is a quick and simple guide how to modify the @GLT_F16 mod (best download this mod from Six Updater). Steps to modify F16 mod into workable wrecks: Step1. Unpbo the glt_f16.pbo file so that you have this file converted to a “glt_f16″ directory. Step2. Go to directory glt_f16/src/ where you will find a file wrecker.sqf and open this file with notepad you will find this script: _plane = _this select 0; _plane setVehicleAmmo 0; waituntil {(abs(velocity _plane select 0) < 0.1) && (abs(velocity _plane select 1) < 0.1)&& (abs(velocity _plane select 2) < 0.1)}; _wrecktype = "GLT_Falcon_MRWreck"; _pos = getpos _plane; _dir = (getdir _plane) + 180; if (! surfaceIsWater [(_pos select 0), (_pos select 1)]) then { if (alive (driver _plane)) then {(driver _plane) action ["eject", _plane]}; {deleteVehicle _x} forEach (crew _plane); deletevehicle _plane; _wreck = _wrecktype createVehicle _pos; _wreck setdir _dir; _wreck setpos _pos; _wreck setdammage 1; }; Step 3. Change it to this: _plane = _this select 0; _plane setVehicleAmmo 0; waituntil {(abs(velocity _plane select 0) < 0.1) && (abs(velocity _plane select 1) < 0.1)&& (abs(velocity _plane select 2) < 0.1)}; _wrecktype = "GLT_Falcon_MRWreck"; _pos = getpos _plane; _dir = (getdir _plane) + 180; if (! surfaceIsWater [(_pos select 0), (_pos select 1)]) then { if (alive (driver _plane)) then {(driver _plane) action ["eject", _plane]}; {deleteVehicle _x} forEach (crew _plane); //deletevehicle _plane; //_wreck = _wrecktype createVehicle _pos; //_wreck setdir _dir; //_wreck setpos _pos; //_wreck setdammage 1; }; Step 4. Convert the directory “glt_f16″ back to file glt_f16.pbo overwriting the original file and you are DONE! Credits: Xeno - Original Domination Mission Code DeamonCleaner - Everon/CWR2 1985 edition Mig15 planes - Volksturm & Bdf - Converted to Arma 2 by PROTOTYPE 001, -Martin-, Richard Thorne & VictorFarbau GLT F16 planes – Myke, Footmunch ZerXen - Malden port + tweaks Homepage: Malden Domination 1985 blog homepage -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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 -
CWR2 Domination Malden - Xmas 1985 special variation
-CSLA-ZerXen posted a topic in ARMA 2 & OA - USER MISSIONS
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 ;) -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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. -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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. -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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. -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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 -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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: -
Overiding Island Environmental sounds
-CSLA-ZerXen posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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 -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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 -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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 -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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. -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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: -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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. -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
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. -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
Hi Daio, Hi OverCharger, thanks for feedbacks. First on bugs. I noticed the "less infantry" mostly on main targets with the CWR2 Demo 4 release. On main targets, there were only Spetsnatz!. The issue is hopefully fixed as this was because of bad CWR2 infantry group definition and I have now created the group definitions manually per-soldier. Now there should be proper full infantry squads everywhere :). On the MIG15/balance/no addon version: I removed the Mig15 with FAB250 version as this was really a balance destroyer with those homing bombs on locked targets. Now only gun version is present in normal version and in the F16 version, only mig15 is with the R73 armament. To be honest I was long thinking of making also addon-free version as I can understand the need for this on more public server (with only cwr2 as requirement). This I will deliver this in next release, for now consider version 11c as bug/balance fix only with the addon requirements still standing. I am working to integrate new version of garrison script 1.4 now to the mission and will afterwards provide new versions and will include this addon-free version as well. PS: Thanks for feedback, I was thinking no-one ever played this except myself with few close friends ;) -
Garrison on the fly script
-CSLA-ZerXen replied to zorilya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello Zorilya, I absolutely love your script. For the fun of it, I integrated it into one of the CWR2 Domination missions for town protection groups (now a certain amount of groups protecting cities go inside buildings). It's still your 1.3 version for now as I just found out you made update to 1.4, so will update soon I guess. Still many thanks for your work. One picture of your script in CWR2 environment here. Additionally, of course you are in credits for this mission that we play in our humble "two people clan server" and you can get the mission file and more info here. -
CWR2 - Domination Malden - 1985 Edition (port+tweeks of Everon version)
-CSLA-ZerXen replied to -CSLA-ZerXen's topic in ARMA 2 & OA - USER MISSIONS
Hello guys, I made a couple of updates and tweaks to this Malden mission (now designated 09c version). If anyone is interested, first post is made up-to-date. Comment if you see issues, I am off finding what better to do with the F16 mod compatibility. -
1.07 Bugs: Report them here please.
-CSLA-ZerXen replied to Placebo's topic in ARMA 2 & OA - TROUBLESHOOTING
Well, I think this should be fixed, I someone installs pure ArmA 2 v1.0 and directly patches to 1.07 from official updates, there will be no Battleye installed and he will be kicked from every server without explanation. .... Kind of really disorienting for someone new to Arma2 MP PS: Anyone knows where to download battleye? homepage just offers dll files for it not the software itself. -
I am having the same problem :( ArmA 2 CZ (czech) version in my case. I tryed reinstalling right now, deleted ArmA 2 directories in Documents and LocalData dirs.... not helping :(, damm, I am two days after finally installing Arma 2 (didn't have good enough PC for it till this week).