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gc8

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Everything posted by gc8

  1. 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: 0.9.93 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 to create ambush Tells what he is doing Player Can buy equipment (In bases, HQs) Can buy vehicles and men (In bases, limited in HQ or towns) 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 air drop for him self 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. Warmer maps require more drinking (Optional feature) Gains trait points on leveling up which can be used to activate useful traits Can use loadout editor for aircrafts And much more 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/Subscribe the FoW mod and FoW mission you wish to play Activate the mod and start the FoW mission you chose Play as multiplayer to enable respawning Optional: Try running the mission on dedicated server environment for better performance. You can setup dedicated server on your PC with the TADS or FASTER tool Important: When playing with new version check your lobby parameters that everything is setup correctly That's it, enjoy! Download links: 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/1QSZuBBxZAZV2L0WEQt2CvUieB77iYEbm/view?usp=sharing (v0.9.92) Updated 12.4.2024 (Updated later or upon request) Missions: https://drive.google.com/file/d/11AEIicp5_7l6GkjE3FIPWjRLj9qYyITJ/view?usp=sharing Updated 6.12.2022 (Rarely needs updating) Also new 3 sides supported maps in here: https://drive.google.com/file/d/1e3_aNPtJ_rQV1qI75ZAk_-QAgcEKofps/view?usp=sharing (Updated 25.10.2023) Important note on mods: If you have issues of getting gear or vehicle menu working try disabling all mods to fix this. For server admins https://armagc.blogspot.com/p/fow-admin.html Login as admin prior to mission start to see the admin dialog For mission makers Field of war mod can be used to create custom missions. Tutorial: https://armagc.blogspot.com/p/field-of-war-custom-mission-creation.html Optimization tips: Via admin menu Login as admin before mission start to see the admin dialog that allows selecting performance presets - good for quickly selecting less performance heavy setups Via mission parameters Toggling some parameters off (under the performance section) can help to rise the FPS Check the color coded parameters! Green means faster Also try playing on smaller map or set the full map parameter to no More about optimization can be read from here: https://armagc.blogspot.com/p/field-of-war-optimization-guide.html (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!
  2. Another update, posting here for the change Version 0.9.89 What's new: FOBs have radar that displays aircrafts on the map New trait to allow running faster Capturing places does no longer require defeating all enemies but have superiority in numbers Fixed script errors
  3. Made some changes to allow better flying with aircrafts Version 0.9.86 What's new: Enemy AA range is reduced to allow more room for flying AA threat map can be turned on while in aircraft Other smaller changes
  4. New version is out! (0.9.84) What's new: Added 3D pointer on purchased vehicles Added ability to buy vehicles locked Fixed some vehicle actions had long delay to appear Other bug fixes
  5. isnil gives false if the function/variable passed to it, is defined
  6. Hi I'm trying to make some of the barrier objects destructible but i don't know why one of the towers takes more damage than the other before being destroyed. pic: https://ibb.co/TcmD9hB I put this to both of the classes: armor = 3000; destrType = "DestructBuilding"; but it takes different amount of shots from the tank to destroy them what am I missing? thx!
  7. Hi I'm trying to play some sound but when I wanted to change the sound volume I found that playSound3D doesn't really work with many parameters. This works: playSound3D ["A3\Sounds_F\sfx\alarm_blufor.wss", player]; But this doesn't: playSound3D ["A3\Sounds_F\sfx\alarm_blufor.wss", player, false, [0,0,0], 3, 1, 0]; Any one know why? thx!
  8. @Shepskii thx for reporting! i fixed the bug in unsung loading. there's still some error messages regarding unsung gear but I'll try to remember to fix those later
  9. yes, you have to use the admin menu to pick which save you want to load to enter admin menu you should be logged in as admin and when the mission starts the menu will be shown to you
  10. Quick fix! version 0.9.81c Fixed: Resistance AI (In 3 sides mode) was not buying units, etc
  11. 0.9.81b released! What's new: Three sided play mode (Mission parameter) Player can now play as resistance where resistance has active army (currently supported mod is apex 3 sides and Tanoa, Altis, Malden maps)
  12. sorry my bad i thought you were working with sliders unless its possible to set values greater than 1 with ctrlSetScrollValues then Idk
  13. have you used https://community.bistudio.com/wiki/sliderSetRange on it?
  14. I like your tool but there is this bug that -filepatching is set even when I try to disable it by setting "allowed file patching" to zero. its really nice tool so thanks for it. too bad I cant always use it due to this bug
  15. Lot's of changes lately. New performance tweaks and mission rules to kick team killers, idlers and side changers version 0.9.78
  16. New version is out! v0.9.75 Added ability to build defenses using repair truck Other small changes If anyone is interested to know more of what is happening with the project take a peek in our trello page: https://trello.com/b/oATg0kjT/fow
  17. Glad you figured it out. I was thinking I should keep a list of incompatible mods The way the AI currently works is that every squad is for them self, they don't pickup hitchhikers 😉
  18. Did it start working? I haven't got that issue my self sorry I forgot got to upload the latest version to google drive (0.9.74d) Here's the link: https://drive.google.com/file/d/10kwmf92u_T0p0YzbeaFcCNDAX9oWIpeF/view?usp=sharing
  19. New version is out! (0.9.74) what's new: New commander menu that tells what the AI commander is doing Motorized and mechanized infantry now travels with the vehicle Other smaller changes
  20. I know. I thought you didn't play anymore 😀
  21. thx for your reply! yeah the google drive versions are bit outdated and I wrote there that I will update it upon request. But I will update it more often now that there's actually someone using the non-steam version 🙂 and I will add the version to the posts in future, thx for the tip! I don't always post here when there is new version because sometimes I make lot of releases in short time period and don't want to spam the forums...
  22. Hi Does anybody know how to get minimum and maximum range for artillery? i have been going through the configs but didnt find any variables regarding ranges. I know the inRangeOfArtillery command but it only returns true/false and not the actual ranges thanks
  23. New release! Added destroyer ship that allows player to buy boats Other changes If you found bugs please report And new ideas are welcome! 🙂
  24. And a lot more changes: Updated FOBs: now placed on more even terrain, base weapon gunners are optimized to increase performance, the gunners are now considered as base defenders Town civilians only spawn when player is near (reduces lag) Fixed respawn error message Aircraft loadout tooltips Optimized FOB placing Custom mod no longer depends on Apex DLC AI infantry no longer tries to enter vehicles Side mission targets no longer have weapons (Better mod compatibility) Fixed: Groups have better morale near FOB or HQ
  25. Lot's changes lately! What's new: Improved admin menu (displaying of params) Lobby parameters are saved (was off) Side missions start only if players of same side are online Land vehicle discount trait Lots of other small changes and bug fixes
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