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Vilos Cohaagen

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Everything posted by Vilos Cohaagen

  1. Yeah that was very helpful. A possible bug with the new "bon_getbackpack script" - we can find the backpack pile fine, can open up the menu, but when we click on a backpack to select it the menu simply closes and no backpack is issued. Any ideas?
  2. Ok I've tried using that several times but no luck. I tried placing it in WC_fnc_createsidemission.sqf in the mission entry, and tried it in WC_fnc_createlistofmissions.sqf in the secion with tweaks to the number of vehicles and enemies for a mission like this (example from WC_fnc_createsidemission.sqf): case 83: { _missiontext = [_missionname, "Secure a Radio Telescope"]; _vehicle = (nearestObjects [_position, ["Land_MBG_Radiotelescope"], 400]) call BIS_fnc_selectRandom; diag_log format ["WARCONTEXT: CREATING FRIENDLY PATROL"]; _group = createGroup west; wcgarbage = [_group, 10] spawn WC_fnc_patrol; wcgarbage = [_vehicle] spawn WC_fnc_securezone; _missiontype = "secure"; wcbonusfame = 0; }; Firstly it seems to also require an area variable (e.g. wcgarbage = [_group, 10] spawn WC_fnc_patrol; ) or i get an error. But then when I do that the script runs but no friendly forces appear. I think the script doesn't know where to place them as I don't think it gets fed a position? The following ugly hack does work: case 83: { _missiontext = [_missionname, "Secure a Radio Telescope"]; _vehicle = (nearestObjects [_position, ["Land_MBG_Radiotelescope"], 400]) call BIS_fnc_selectRandom; // Generate Friendlies diag_log format ["WARCONTEXT: CREATING FRIENDLY PATROL"]; _group = createGroup west; _count = 0; while {_count < wclevelmaxoutofcity} do { _type = wcfriendlyforces call BIS_fnc_selectRandom; _unit = _group createUnit [_type, _position, [], 0.8, "NONE"]; _count = _count + 1; }; wcgarbage = [_vehicle] spawn WC_fnc_securezone; _missiontype = "secure"; wcbonusfame = 0; }; (wcfriendlyforce is an array i stuck in commoninitconfig :) ) And the main difference is that they get fed a position. Any thoughts? I am sure I an probably using the script incorrectly but that is the best I've been able to figure out :)
  3. Infiltration <-- yes please! Those are awesome missions :)
  4. Great - I will have a play! Thank you :)
  5. Yay! Also, phew! I really love War in Takistan - you have made such a cool framework for missions :)
  6. I'm confused? Don't steer it away from being a fun game :) I've been trying to make sure it isn't elitist - my version (like yours) doesn't require ACE or anything other than the basic Lingor mods (given it is set on Lingor). I was only going to tag it / upload the PBO to github as it is a convenient location for folks to download to try it out before I stick it on Armaholic (and then only if you say I can - after all it is 99.9% still your version of War in Takistan - mine is just the most shallow of tweaks!) Edit: My fork is here for comparison: https://github.com/brokenshield/war-in-takistan/tree/1.6 you will be able to see that the changes I've made are all narrative rather than code - I made a few new Lingor specific missions, tweaked some of stringtable that kind of thing :) ---------- Post added at 15:21 ---------- Previous post was at 14:34 ---------- Of course what you do with it is up to you, though I do think 90% of folks who use it do so in the same way most people play Arma2. But if you do want to make it into a simulation or VBS rather than Arma2 could you do so after you release the next version? (i.e. after 1.6 becomes the main release) :)
  7. Vilos Cohaagen

    Jungle Wars: Island of Lingor

    Speaking of which my adaptation of War in Takistan to a War on Drugs themed War in Lingor is almost ready for its first release now that code34 pretty much completed his refactoring of his War Context engine. I'll post a link as soon as I release the first tag and PBO on github :) Lingor is such an awesome island to play on.
  8. Awesome! Once that is in I will tag my first release of War in Lingor on github and upload the pbo :)
  9. So far so good! Thanks for adding in variables such as "wcleaveareasizeatendofmission" it makes fine-tuning for islands such as Lingor much easier. I want to make a script for generating some friendly soldiers in some of the missions. Any suggestions, recommendations or advice? The aim is to make some of the missions be firefights already in progress for the players to get in the middle of :)
  10. oooh having a debug mission option is really useful for testing - so that is both a helpful fix and useful tool for me :) I really like the refactored code, by the way, it is much clearer to read and edit and the files are much better organised!
  11. Hi code34: my first pass remake of War in Lingor is going well. I hope to have a version to share soon :) I found a missing file: warcontext\WC_fnc_ambiantlife.sqf is requested, but not found :( Edit: Ah it was more than 1 missing file: 19:58:24 Warning Message: Script warcontext\WC_fnc_ambiantlife.sqf not found 19:58:24 Warning Message: Script warcontext\WC_fnc_antiair.sqf not found 19:58:24 Warning Message: Script warcontext\WC_fnc_createcomposition.sqf not found 19:58:24 Warning Message: Script warcontext\WC_fnc_creategroup.sqf not found 19:58:24 Warning Message: Script warcontext\WC_fnc_createmortuary.sqf not found 19:58:24 Warning Message: Script warcontext\WC_fnc_createnuclearfire.sqf not found 19:58:24 Warning Message: Script warcontext\WC_fnc_createcivilcar.sqf not found 19:58:24 Warning Message: Script warcontext\WC_fnc_createammobox.sqf not found 19:58:24 Warning Message: Script warcontext\functions\WC_fnc_weather.sqf not found 19:58:24 Warning Message: Script warcontext\WC_fnc_lifeslider.sqf not found and... when generating missions it only seems to generate mission 17 - but annoyingly it doesn't throw an error: case 17: { _missiontext = [_missionname, "Destroy the drugs factory"]; _vehicle = createVehicle ["TK_WarfareBHeavyFactory_Base_EP1", _position, [], 0, "NONE"]; wcgarbage = [_vehicle] spawn WC_fnc_protectobject; _missiontype = "destroy"; wcbonusfame = 0; }; I tested this 20+ times on my dedicated server and it only generated mission 17 - no other missions at all. I have added in missions but they are at the end of the mission list. I've not touched the first set of missions: 20:02:49 "WARCONTEXT: INITIALIZING MISSION" 20:02:50 Old style material 204 used in ReportStack not available 20:02:50 Old style material 205 used in ReportStack not available 20:03:09 "WARCONTEXT: COMPUTING 30 ZONES" 20:03:09 "--------------------------------" 20:03:09 "UPSMON started" 20:03:10 "WARCONTEXT: GENERATE 1 SEA PATROL: ibr_gunboat_arl" 20:03:13 "WARCONTEXT: DEDICATED SERVER V1.6" 20:03:13 "WARCONTEXT: MISSION LIST: 17" 20:03:14 "WARCONTEXT: MISSION LIST: 17" 20:03:16 "WARCONTEXT: MISSION LIST: 17" 20:03:18 "WARCONTEXT: MISSION LIST: 17" 20:03:19 "WARCONTEXT: MISSION LIST: 17" 20:03:20 "WARCONTEXT: MISSION LIST: 17" 20:03:21 "WARCONTEXT: MISSION LIST: 17" etc. ---------- Post added at 21:53 ---------- Previous post was at 19:55 ---------- The broken sqf calls seem to be in cfgwarcontext.h: war-in-takistan\warcontext\cfgwarcontext.h Line 26: file = "warcontext\WC_fnc_ambiantlife.sqf"; Line 31: file = "warcontext\WC_fnc_antiair.sqf"; Line 36: file = "warcontext\WC_fnc_createcomposition.sqf"; Line 41: file = "warcontext\WC_fnc_creategroup.sqf"; Line 46: file = "warcontext\WC_fnc_createmortuary.sqf"; Line 51: file = "warcontext\WC_fnc_createnuclearfire.sqf"; Line 66: file = "warcontext\WC_fnc_createcivilcar.sqf"; Line 71: file = "warcontext\WC_fnc_createammobox.sqf"; Line 219: file = "warcontext\functions\WC_fnc_weather.sqf"; Line 227: file = "warcontext\WC_fnc_lifeslider.sqf"; hope that helps!
  12. I shall clone the latest version of the git and check it out :)
  13. How much more do you have to do before you have finished your refactoring? And have you introduced any new variables we can play with? :D
  14. Absolutely - I will release a 0.2 version once code34 has finished his current refactoring :)
  15. Makes sense - you want a nice stable core :)
  16. Well my main feedback is that I love War in Takistan. I can understand the desire to refactor and it is probably the right thing to do. My problem was that I started a fork without using git and it just became too tricky to keep the two in sync. Once your refactoring is stable then it is worth me doing again. Properly this time :) My main requests in general are: 1. Options to include friendly forces when scoping a mission in createsidemission (it makes the firefights more fun) - for instance in Lingor I have missions where you have to defend one of the Presidential Palaces and it makes sense that the President, some friendly soldiers and some random civilians on the scene. 2. Options to publicly call createconvoy and have it accept start and end variables. 3. Options to allow the admin to set the state of all vehicles to locked and unlocked. 4. A new character type to add to Engineer and Medic of "Commander" who can lock/unlock vehicles (like Engineer) and also can chose missions (I added that into my version and it proved really popular). My aim with War in Lingor fork was to create a campaign more focussed on the "War on Drugs" so I made lots of side missions to arrest cartel people, protect friendly civilians, seize/destroy drug shipments, defend key public facilities, that kind of thing :) Anyway those are all suggestions - what you do is of course up to you :) 5.
  17. Ok. I've scrapped my fork for now. Too many changes to keep War In Lingor up to date. Once you have finished your refactoring I will have another look. Good luck with it :)
  18. Oh cool - I will check that out :) I'll have a think about other requests - off the top of my head the one variable I have been trying to build in is spawning of friendly units near the location for some missions. For example in my version I have a "Defend the Presidential Palace" defend mission that requires friendly units to be on the zone. It makes the firefights more intense and introduces variation to avoid killing friendlies etc. I have some rough code that does that but it is a bit clunky. I tried to alter spawngroup to accept a side value (defaults to EAST) but that has proved problematic as it could mess with the mission code.
  19. Vilos Cohaagen

    Jungle Wars: Island of Lingor

    http://www.icebreakr.info/lingor/unit_classes.txt :)
  20. Hi code34, I made a "secure" mission to defend the base (in this case - FOB Eddie), but when you complete the mission it says "Leave the zone" but the message never goes away even though the other message says "zone is safe" and the victory conditions are met. I made sure that the mission zone at no point overlapped the base itself - it is actually over 500m away from the base, but when all the players have left the marked zone the message remains and the mission fails to end (in fact, just to be sure we got several hundred metres away). If you want to check out the latest version of War in Lingor it is here: https://www.dropbox.com/s/v0c65iu1cxtkjse/07-15_code34-war-in-lingor.Lingor.pbo (lots of war on drugs type missions and a few tweaks - but not to the secure the zone type mission). Any idea why the leave the zone would not go away? (edit: here is a screenshot showing map positions: https://www.dropbox.com/s/19m9hdwry6m0hp3/2012-07-22_00001.jpg ) (I am planning to make a proper github fork of war in takistan for this but as i'm not familiar with git i've not done it yet).
  21. Vilos Cohaagen

    Jungle Wars: Island of Lingor

    War in Takistan (original by code34): http://forums.bistudio.com/showthread.php?111504-CO40-War-in-Takistan-Operation-Iron-rains-(WIT)/ War in Lingor - My version (uses as many Lingor units and assets as possible): https://www.dropbox.com/s/v0c65iu1cxtkjse/07-15_code34-war-in-lingor.Lingor.pbo War in Takistan on Lingor by zuff (uses Lingor Island but not the units): https://github.com/zuffdaddy/war-in-takistan There is a 3rd version by FruityRudy but he hasn't shared his version
  22. Vilos Cohaagen

    Jungle Wars: Island of Lingor

    There are currently three versions of War in Takistan adapted to Lingor including my own which is a substantial remake to take full advantage of the awesome Lingor units and setup. It fits a war on drugs style campaign amazingly - also people love playing the FEA Police units :)
  23. Cool - I will get that set up :) I see zuff and friends have already pushed some fixes - cool!
  24. Vilos Cohaagen

    BattlEye Installers (A2:OA, A2: RFT, A2)

    Last night my server kicked everyone off it with the Corrupted Memory message, which is weird as they had all been able to connect fine for the last month and I find it odd that 6 players would independently all get corrupted battleye files at the same time which leads me to think there is something with the server (though it all checks out ok). Does the beta patch impact battleye? I ask because there is no beta patch on my server and all of the players have used the beta recently to connect to DayZ.
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