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Vilos Cohaagen

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Everything posted by Vilos Cohaagen

  1. I also have made a fork but I need to set it up properly :)
  2. Okay, good to know - I will merge the code in but I won't use it yet :)
  3. Cool - I'll test out the new strings :) ---------- Post added at 16:54 ---------- Previous post was at 16:29 ---------- Oooh I see you added "add initpos" Does this mean we can specify where the bodies/respawns are stored?
  4. code34: BETA PATCH? I was just wondering if you have done much testing of War in Takistan: Iron Rain with the various beta patches? It seems like they have been introducing a number of useful new additions - though I hope at some point that someone writes a summary of them all as the changelogs can be a bit hard going to read! IED BEEPING: My thoughts on the random beeping of the IEDs in the game mode where everyone is an Engineer: I think it is perfectly fine and your thinking makes sense as false positives are important. However, I think you should add an in-game note to warn people that they might get these noises as right now several of my players were genuinely worried that something had gone wrong with their install of Arma2! Possibly a way around this would be to have the message "Possible IED detected." appear in the top right message box? :)
  5. I've left all the original units in there too - just comment out the lingor lines and uncomment the default lines in WC_fnc_commoninitconfig.sqf :) The lines you are looking for are: wceastside and wcvehicleslistE Have fun! :)
  6. I've also noticed that - thought it was just me :) ---------- Post added at 18:35 ---------- Previous post was at 18:33 ---------- If you are interested zuff - I have a working version of War In Lingor you can download: https://www.dropbox.com/s/woxou56lc5ly7ap/07-02_code34-war-in-lingor.Lingor.pbo I've adapted it to use Lingorian units and have added a couple of special Lingori missions (so far) :) "War In Lingor: Operation Iron Rain" Current features include: - Uses the FOB Eddie location as the player base and now includes: - Sea vehicles (JetSki, PRB and RHIB) - A working runway with A10, Lingori A4, F35 and AV8. - An attack FAARP with 3 Apaches (UK AH-1 models) - Modified transport FAARP with a Lingori UH-1, MH-60 and PMC chopper from Lingor - Supplied with a Chinook capable of transporting all the vehicles on base - Supplied with a Towing Tractor that can move the air vehicles into position - Starting teams are customised with 3 US, 1 Lingori, 1 British and 1 German team - Two new missions making use of UniSol and their evil experiments
  7. Ok - great :) I will give that a go. Thanks for the suggested approach.
  8. Something important to remember when adding a new mission: there are at least 2 files to change! (not including the stringtable.csv) if you add a new mission in warcontext\WC_fnc_createsidemission.sqf you also need to update the following variable in warcontext\WC_fnc_createlistofmissions.sqf: _maxnumberofmission That number should be the total number of missions (remember the arrays start at 0 so remember to make it 1 higher than the array of missions in WC_fnc_createsidemission. Otherwise your mission won't appear in game. I found that out the hard way :D I use notepad++ for the editing as some nice person created an arma2 syntax highlighter for it :) ---------- Post added at 17:29 ---------- Previous post was at 17:23 ---------- Ok, time for my own mission question :D I want to create a mission where an enemy convoy travels from point A to point B and the players have to destroy it. I see you have created warcontext\WC_fnc_createconvoy.sqf to create convoys, so that is awesome and over half what I need to do. The next stage would be to create the end point for their journey. This is my first custom mission for War in Takistan (all my others so far have been adaptations of existing missions, but there isn't a convoy mission) so could you give me a few pointers on how to create it?
  9. Thank you! I am having lots of fun adapting War in Takistan to my take on War in Lingor :)
  10. I can totally understand that (and I agree about not having too many map markers). Are the body storage coordinates hard coded as 0,0? If so, could you point me in the right place as I can test alternate ones :) ---------- Post added at 20:32 ---------- Previous post was at 20:31 ---------- I also see you've committed a big batch of refactored server code today. Awesome - I will patch it into my fork and let you know if it all works :) ---------- Post added at 20:44 ---------- Previous post was at 20:32 ---------- Regarding the players body storage (for changing clothes are the coordinates set here in warcontext\dialogs\WC_fnc_menuchangeclothes.sqf? on the line "_lastbody setpos [0,0,0];" : if(wcoriginalclothes != typeof player) exitwith { _lastbody = player; [_lastbody] spawn WC_fnc_garbagecollector; _lastbody removeAllEventHandlers "killed"; [b]_lastbody setpos [0,0,0];[/b] wcbackupbody setpos wcbackupposition; selectplayer wcbackupbody; _lastbody setdamage 1; ppEffectDestroy wccameffect; wccam cameraEffect ["terminate","back"]; camDestroy wccam; wccam = objNull; closedialog 0; menuaction = -1; };
  11. Yeah it is weird - respawning works fine (I copied over the respawn marker), it is just when you change to/from civilian gear that this happens. Thanks for the suggestion. I'll have a poke around :)
  12. Unfortunately that hasn't fixed it and I still reappear swimming. When I go to the manage team screen I can actually see my guy swimming in the sea behind! :)
  13. Hi Fruity_Rudy, I will try those out. Thanks for the suggestion :)
  14. OK cool - I checked on the BIS wiki and "INS" is apparently the correct faction name (though had I guessed I would have guessed "BIS_INS"). I have another two other questions: 1. When changing clothes you swap the character for another and place their original character at a tent. In Takistan this is at 0,0, but on Lingor this needs to be somewhere else (as 0,0 is ocean) as currently every time a player changes clothes they reappear on base swimming and then take damage before the system realises they are on dry land. Is it possible for me to change the co-ordinates for this (there is a perfect empty island in the top left of the Lingor map). 2. Looking at my server RPT log during mission one of my missions generated over two thousand entries with the message: "WARCONTEXT: POSITION LOOP exit over 100" I was wondering what it meant? This is a fun project for me :)
  15. I have a couple of questions about WC_fnc_commoninitconfig.sqf: I am customising 'wceastside' to fit Lingor units (it loads much much faster if I do this rather than using loadmods). My question is about this bit: wceastside = [["BIS_TK_INS","BIS_TK"]<snipped> My questions are: What does it do? Can it accept more than 2 factions? When I change it to: wceastside = [["ibr_arl_faction","ibr_drg_faction"], It works fine, but should I change it to: wceastside = [["ibr_arl_faction","ibr_drg_faction","INS"], It breaks War in Takistan :( Essentially I want to use the two Lingor OPFOR factions but I want to supplement them with the Insurgent faction from A2. I've made sure the correct mods are loaded in the mission.sqm Other than that, War in Lingor (Vanilla) seems to work really well!
  16. No worries - I am tracking your git changes and will let you know if I come across any other issues. Honestly - I've been amazed how few issues there have been! :)
  17. Vilos Cohaagen

    Jungle Wars: Island of Lingor

    I've just made a prototype adapted version of War in Takistan: Operation Iron Rains for Lingor. The new version of Lingor is awesome - really loving it! :)
  18. In the today's git version this file appears to be missing: warcontext\actions\WC_fnc_returntobase.sqf (I think it is the teleport back to HQ from MHQ script). Is it actually missing or are you refactoring/renaming it? :) ---------- Post added at 21:10 ---------- Previous post was at 21:08 ---------- Great! Good to know. Personally, I like the base - but it is really helpful to have a clean version for comparison I found that autoloading new units really slowed down the loading but because your warcontext engine is beautifully organised and well put together it was the work of a minute to change the default TK units to Lingor ones :) ---------- Post added at 22:29 ---------- Previous post was at 21:10 ---------- Ah I see you have been refactoring it as WC_fnc_doreturntobase.sqf. So in that case in case you didn't know (and I am sure you did!): There is a incorrect function call then when activating teleport back to base from the MHQ as it is still calling "WC_fnc_returntobase.sqf" not "WC_fnc_doreturntobase.sqf" :) That said - by the looks of it, your refactoring is going to be a nice improvement. The War Context engine is really powerful
  19. Awesome - I shall do that! Thanks :) ---------- Post added at 20:00 ---------- Previous post was at 19:56 ---------- Comparing mission.sqm to mission_lite_for_mission_makers_rename_it.sqm I can see the lite version is a lot smaller and doesn't use as many addons - are the differences Takistan specific then?
  20. Hey code34 - can you give me a quick pointer at what files need to be changed to port War in Takistan to other maps? I made a quick port to Lingor (moved the relevant markers on the map, move the base) and was surprised how solid it was immediately! Really impressive. But I'd like to make sure I get it right. For instance - are there any files that require set co-ordinates? I know Fruity Rudy has done a version - but his isn't publicly available as far as I know and we tend to play with vanilla OA + CBA (rather than ACE etc). Additionally I like tweaking the setup - and War In Takistan is a fabulous mission to play with and explore :) Edit: Just also wanted to say that having had a look under the hood, as it were, War Context is really awesome
  21. Vilos Cohaagen

    Escape Chernarus (Mission Release)

    Enigma - just wanted to say that your mission has given my group tens of hours of exciting play. On our eighth attempt we finally made it. It was epic - we started at 0400 (in game) and finished at 0700 so we played through the dark of the night and the following dawn. Our successful attempt gave us 4 hours of the most intense play I've had in a single mission. It was nail bighting stuff and we gelled as team, working hard, being stealthy and planning our escape to avoid roads and other known patrol routes. At one point we lost our vehicles in an ambush and had to run 4.5km and it was brilliant! When the boats came over the horizon we were genuinely relieved! Your mission was brilliant, but also highlighted some of the most amazing things about Chernarus like the beautiful dawn in the forests! Like I said - epic! Thank you :) I really hope there can be an Escape Lingor :)
  22. Awesome - we will do that :)
  23. code34 - My group asked if we could make one of the teams in Iron Rains BAF and one of the teams PMC. What would be the best way of doing that?
  24. Vilos Cohaagen

    Jungle Wars: Island of Lingor

    IceBreakr - thanks for all your work - I can't wait to try out the 1.4 version of Lingor. We have had so much fun on Lingor Island :)
  25. Vilos Cohaagen

    Namalsk island, v1.10

    Hi Sumrak - we've been playing Namalsk Crisis and loving it - you have made an incredibly atmospheric island and mission. We have run into a couple of bugs though that I wanted to mention: 1. On respawns or reloads the player who isn't hosting and is playing Peter (i.e. not Tamilka) get played the full intro piece for the level again no matter where you are, and with no way to skip it we are often killed in the 30 seconds or so that the intro is playing. Also for some reason on mission 6 when we respawned Peter and Tamilka appeared 5m in the air and were instantly injured. Also because you respawn exactly where you died you tend to die again immediately (especially as the intro is playing and you are unable to move). This makes it almost impossible to play with more than one player :( 2. (This might be intentional) At the beginning of each mission we lose the custom equipment we have recovered and are reset back to starting equipment, though injuries are persistent. Other than that, we are loving the missions!
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