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Everything posted by gc8

  1. @UnsafeMutablePointer I'm trying to figure this out but like i said I know little of linux servers but I have been asking around about this. hopefully someone can help ๐Ÿ™‚
  2. Field of war (Formerly known as GcCTI) FOW is AI commander led CTI mission which creates a dynamic battlefield for the players to play on. Player can help the AI to capture towns or go solo and fight wherever he wants to help the team to win Current version: 0.9.15c This mission is WIP but can already be played. Main Features (So far): AI commander Buys new units (both air/land) and assign them to defend or attack Uses special units such as airborne to attack the enemy Uses aircraft and AA units to establish air superiority on occupied territory Sends close air support to help friendly forces attacking Sends scouts to recon enemy occupied areas (ground forces or plane) Builds new FOBs (bases) by sending engineer truck or helicopter Calls artillery strikes Moves ambulance to attack so that players may respawn in them Three different AI com types: Rusher, Turtle, Balanced Buys headquarters units so support forces on the field HQ also works as respawning point Does research to make better weapons and vehicles available Assigns patrols around owned places Player Can buy equipment (In bases, HQs) Can buy vehicles and men (In bases) Can call artillery strikes (If artillery available) Can call close air support (CAS) Can be revived by AI or player medics Can call reinforcements by air or sea Can call airlift helicopter (To transport player via air) Can call ordnance crate drop Can call vehicle drop Can request ambulance to be sent near enemy location Sees a kill feed Can use maintance in friendly base to refuel, rearm and repair vehicle Gain money periodically from places of same side and from kills Gain XP from kills (either team member kills (less XP) or own kills) Has a limit on how many men can the player control. Increasing in rank through XP allows higher men control limit Can take control of friendly forces if rank is high enough Needs a radio for remote actions (Optional feature) Has to eat and drink to survive (Optional feature) Gains trait points on leveling up which can be used to activate useful traits AI groups Intelligent unit spawning system to allow large military operations with minimal lag If vehicles get stuck to something they are moved to nearest road by script. This helps them to arrive at destination If squad leader loses his ability to walk he's healed after the battle is over so that the squad can move at normal speed Groups report how they are doing via radio (text) Group who's icon is blinking is currently talking via radio AI groups gain skill from kills (Stars shown on cursor hover on) AI units have morale value (Shown on hover over) AI units have to be near the HQ or FOB to receive morale bonus The AI may try to ambush the player by positioning them self at windows The AI is scripted to engage targets behind cover (If they know the location) Some other features (So far): Recon unit's are not only highly skilled but have special ability to detect enemy forces from greater range than regular units The resistance has bunker and sandbag defenses in their occupied towns Even AI is shot down he may still get up and fight! Throw a smoke to show air lift it's landing zone Total 5 different type of reinforcements of which 2 are over sea and 3 over air 2 types of close air support Helicopter or plane Select either predefined or random starting position for army Be aware of shooting civilians as this will reduce town money income Supply trucks travel between towns increasing the condition (Recovering town income) Air supply helicopter flies between bases giving money to the side on each landing Air supply helicopter travels between bases giving money for the army (And creating nice ambient air traffic) Enemy locations are hidden in start and must be searched out AI places mines on town roads to defend the town Airfields under your army's control can be used to buy airplanes Instead of fleeing the enemies surrender if hostile forces are near (Shooting surrendered enemies gives no money) Aircraft carriers Side missions, player can do different kind of small missions for money Various startup parameters (Nearly 30) to setup your game Notes on parameters: At 100% max locations attacked at a time is 3 And max attackers at a time is 6 Mods required: Either IFA3, Unsung, Apex, CUP or RHS Bugs: Sometimes the civilian module will throw an error, this is being investigated Starting dedicated server and joining it may take a while before the mission is loaded Sometimes respawn position is weird but works at next respawn While in respawn dialog there can be error messages (But doesn't seem to be a problem?) To play: Download the FoW mod and mission you wish to play Activate the mod and start the mission of your choosing Play as multiplayer to enable respawning Try running the mission on dedicated server environment for better performance. You can setup dedicated server on your PC with the TADS tool Important: When playing with new version check your lobby parameters that everything is setup correctly Mod Download Missions available for download: https://steamcommunity.com/workshop/filedetails/?id=1757695005 Alternative non-steam downloads: The mod: https://drive.google.com/file/d/1VYvs0oy-7khWGe4QFiumJKpJwXIQzW9N/view?usp=sharing Missions: https://drive.google.com/file/d/1QtNj-RUSRocx0oGJwxMwLEtPL7DsAi-M/view?usp=sharing (Rarely needs updating) Optimization guide: Toggling some parameters off (under the performance section) can help to rise the FPS It's best to tweak the multiplier parameters for different units to have lesser units on map. Such as maximum "battle groups", "support groups", "defenders" and most importantly "maximum locations attacked at a time" which has most impact on how many units there are on map at a time. Also try playing on smaller map or set the full map parameter to no Play in small map if experiencing lag! (If you have ideas for this mission please post them) Beta testers: I'm also looking for beta testers so if there's anyone willing please let me know :) Have fun!
  3. Linux huh, got to say I haven't tried it with linux my self. But in linux the file names are case sensitive, so if you changed the folder from FOW to fow then that's one problem (And the reason it doesn't find initMission.sqf) Edit: not sure if that's a problem... i didn't know linux server doesn't like capital letters... Wish I could help you more but I know so little about linux servers. One thing I can do for future releases is to change the mod folder name to lowercase please let me know if you need any other changes. thx!
  4. Maybe HandleChatMessage EH could do that: addMissionEventHandler ["HandleChatMessage", { params ["_channel", "_owner", "_from", "_text", "_person", "_name", "_strID", "_forcedDisplay", "_isPlayerMessage", "_sentenceType", "_chatMessageType"]; }]; https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#HandleChatMessage
  5. Fixed some bugs What's new: Filtered some unwanted men from buy list Some GUI icons were not showing like the eat and drink icons Other small changes
  6. ok thx for the explanation pierremgi. maybe this script is not for me because I want to have two options, respawn or revive thx!
  7. Ok I tried with handgrenade and had Combat life safer in my team but I don't get revived i'm in the respawn dialog Edit: i guess the way this script works is that it doesn't allow the player to die and goto respawn dialog?
  8. Hi I have some problems getting this script to work in MP with respawn. I don't remember anymore if it ever did work in my mission when I first started using it, so I have to ask if it's supposed to work in MP/respawn? here's my init line that I run on all clients and Dedi: [15,120,true,0,true,1,playableUnits + switchableUnits,true] call MGI_fn_Revive; I put a medic in my group and do "player setdamage 1" but reviving doesn't seem to happen thx!
  9. you mean the AI com friendly troops or your squad units? The AI com puts groups on defense in every town
  10. New bug fix release! Fixed traits did not work after respawn Fixed bug when player could not buy anything AI com prefers infantry instead of mobile unit for defense Other changes... Hopefully got lot of bugs handled and didn't break anything ๐Ÿ™‚
  11. that is understandable because the more troops there are the slower it gets, one way to fix this is to allow less groups to exist from the parameters Yes they are positioned there so that players can't just walk in and capture the place Not really, I wanted the AI com to handle the troop movement so that player wouldn't have to... only troops that have transport will use it Didn't yet have the time to test that, will try soon... thx for the reply kremator I will keep working on those fixes ๐Ÿ™‚
  12. Ok i fixed the vehicle maintenance (hopefully?) among other reported bugs. I rewrote the man buy list code to allow engineers there. And a lot of other new men like crew or pilot. (And then maybe some unnecessary ๐Ÿ™‚ ) I updated IFA3 and RHS mods to support more static weapons like mortar which works as level 1 artillery. And fixed some bugs Still the other mods need more work
  13. is non steam download supported anymore?
  14. you can use the https://community.bistudio.com/wiki/disableAI for that
  15. Doesn't seem to be possible to have strings in values Edit: https://community.bistudio.com/wiki/BIS_fnc_getParamValue says it returns a number
  16. I will put that on my todo list so that I won't forget the check it out thx guys ๐Ÿ™‚
  17. Have to say I don't know because it's not my script. Link to the script: revive I do recall testing it and it did work then... it could be incompatible with respawning
  18. hmm but you have the revive enabled from the parameters?
  19. There is revive script.. but is it not working? It's the only thing in the mission not written by me thx for the reply ๐Ÿ™‚
  20. the error messages (if any) would in this case go to the server .rpt file That's actually because I forgot to add the research restrictions to the CAS / air support planes the AI com buys. And I'm not sure if I should because then the AI can't buy any air (at start)... Maybe I could make only mortars available from start but that depends if all the supported mods have mortars Yeah I noticed this too, it still needs work. Ok I will check what's the deal with that. the maintance should fully repair the vehicle. And I will add those engineers thx for your reply ๐Ÿ™‚
  21. @kremator Well I don't know how often you get that error? And is it from the beginning or later in game? It maybe just a small thing that has no effect.. I will keep my eyes open if it happens with me ๐Ÿ™‚ thx for reporting!
  22. New version Ai commander now follows research restrictions (toggleable) Player fatigue can be disabled Other small fixes If something doesn't work please let me know ๐Ÿ™‚
  23. You mean this: https://community.bistudio.com/wiki/Arma_3:_Communication_Menu ?
  24. Sure I can add fatigue parameter, not a big thing I started working on what you said that AI vehicles should follow the research restrictions. Also very glad the mission is running well for you and that you found the right parameters thx for your reply ๐Ÿ™‚
  25. you can't delete from _deadUnits because it's a local variable (And therefore doesn't exist in other scripts). but if you change it from _deadUnits to deadUnits in your code it should work because then it's a global variable