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Juankar

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Posts posted by Juankar


  1. Hi William, I've finally found a PLA unit list that may be useful! :yay:

    http://forums.bistudio.com/showthread.php?73917-VME-PLA-MOD-for-ARMA-II/page48

    This is it straight out of my code. Should be understandable enough.

    first array is woodland,

    2nd desert

    3rd urban camo

    4th airborne

    5th marines

    6th vehicles, most vehicles are described

    mbPLAData =
    [
    [
    "VME_PLA_SoldierC", "VME_PLA_SoldierC", "VME_PLA_SoldierC", "VME_PLA_SoldierC", 
    "VME_PLA_SoldierC_G", "VME_PLA_SoldierC_G",
    "VME_PLA_SoldierC_Medic",
    "VME_PLA_SoldierC_LMG", "VME_PLA_SoldierC_LMG",
    "VME_PLA_SoldierC_MG", "VME_PLA_SoldierC_MG",
    "VME_PLA_SoldierC_Engineer",
    "VME_PLA_SoldierC_marksman",
    "VME_PLA_SoldierC_AT",
    "VME_PLA_SoldierC_AT98",
    "VME_PLA_SoldierC_AA",
    "VME_PLA_Soldier_Sniper",
    "VME_PLA_Soldier_Sniper127",
    "VME_PLA_Soldier_Spotter"
    ], //troops
    [
    "VME_PLA_SquadLeaderC",
    "VME_PLA_TeamLeaderC"
    ], //officers
    [
    "VME_PLA_TZB_Soldier",
    "VME_PLA_TZB_Soldier_G",
    "VME_PLA_TZB_Soldier_Medic",
    "VME_PLA_TZB_Soldier_LMG",
    "VME_PLA_TZB_Soldier_MG",
    "VME_PLA_TZB_Soldier_Engineer",
    "VME_PLA_TZB_Soldier_AT",
    "VME_PLA_TZB_Soldier_AA",
    "VME_PLA_TZB_Soldier_Sniper",
    "VME_PLA_TZB_Soldier_Sabotage",
    "VME_PLA_TZB_GL_Soldier_Sabotage",
    "VME_PLA_TZB_GL_Soldier",
    "VME_PLA_TZB_GL_Soldier_Medic"
    ], //sf troops
    [
    "VME_PLA_TZB_SquadLeader",
    "VME_PLA_TZB_TeamLeader",
    "VME_PLA_TZB_GL_SquadLeader",
    "VME_PLA_TZB_GL_TeamLeader"
    ], //sf officers
    [],
    [],
    [],
    [["PLA W"]]
    ];
    
    mbPLADData =
    [
    [
    "VME_PLA_Soldier", "VME_PLA_Soldier", "VME_PLA_Soldier", "VME_PLA_Soldier", 
    "VME_PLA_Soldier_G", "VME_PLA_Soldier_G",
    "VME_PLA_Soldier_Medic",
    "VME_PLA_Soldier_LMG", "VME_PLA_Soldier_LMG",
    "VME_PLA_Soldier_MG", "VME_PLA_Soldier_MG",
    "VME_PLA_Soldier_Engineer",
    "VME_PLA_Soldier_marksman",
    "VME_PLA_Soldier_RPG",
    "VME_PLA_Soldier_AT",
    "VME_PLA_Soldier_AT98",
    "VME_PLA_Soldier_AA",
    "VME_PLA_Soldier_Sniper",
    "VME_PLA_Soldier_Sniper127",
    "VME_PLA_Soldier_Spotter"
    ], //troops
    [
    "VME_PLA_SquadLeader",
    "VME_PLA_TeamLeader"
    ], //officers
    [
    "VME_PLA_TZB_Soldier",
    "VME_PLA_TZB_Soldier_G",
    "VME_PLA_TZB_Soldier_Medic",
    "VME_PLA_TZB_Soldier_LMG",
    "VME_PLA_TZB_Soldier_MG",
    "VME_PLA_TZB_Soldier_Engineer",
    "VME_PLA_TZB_Soldier_AT",
    "VME_PLA_TZB_Soldier_AA",
    "VME_PLA_TZB_Soldier_Sniper",
    "VME_PLA_TZB_Soldier_Sabotage",
    "VME_PLA_TZB_GL_Soldier_Sabotage",
    "VME_PLA_TZB_GL_Soldier",
    "VME_PLA_TZB_GL_Soldier_Medic"
    ], //sf troops
    [
    "VME_PLA_TZB_SquadLeader",
    "VME_PLA_TZB_TeamLeader",
    "VME_PLA_TZB_GL_SquadLeader",
    "VME_PLA_TZB_GL_TeamLeader"
    ], //sf officers
    [],
    [],
    [],
    [["PLA D"]]
    ];
    
    mbPLAUrbanData =
    [
    [
    "VME_PLA_SoldierT", "VME_PLA_SoldierT", "VME_PLA_SoldierT", "VME_PLA_SoldierT",
    "VME_PLA_SoldierT_G", "VME_PLA_SoldierT_G",
    "VME_PLA_SoldierT_Medic",
    "VME_PLA_SoldierT_LMG","VME_PLA_SoldierT_LMG",
    "VME_PLA_SoldierT_MG", "VME_PLA_SoldierT_MG",
    "VME_PLA_SoldierT_Engineer",
    "VME_PLA_SoldierT_marksman",
    "VME_PLA_SoldierT_AT",
    "VME_PLA_SoldierT_AT98",
    "VME_PLA_SoldierT_AA",
    "VME_PLA_Soldier_Sniper",
    "VME_PLA_Soldier_Sniper127",
    "VME_PLA_Soldier_Spotter"
    ], //troops
    [
    "VME_PLA_SquadLeaderT",
    "VME_PLA_TeamLeaderT"
    ], //officers
    [
    "VME_PLA_TZB_Soldier",
    "VME_PLA_TZB_Soldier_G",
    "VME_PLA_TZB_Soldier_Medic",
    "VME_PLA_TZB_Soldier_LMG",
    "VME_PLA_TZB_Soldier_MG",
    "VME_PLA_TZB_Soldier_Engineer",
    "VME_PLA_TZB_Soldier_AT",
    "VME_PLA_TZB_Soldier_AA",
    "VME_PLA_TZB_Soldier_Sniper",
    "VME_PLA_TZB_Soldier_Sabotage",
    "VME_PLA_TZB_GL_Soldier_Sabotage",
    "VME_PLA_TZB_GL_Soldier",
    "VME_PLA_TZB_GL_Soldier_Medic"
    ], //sf troops
    [
    "VME_PLA_TZB_SquadLeader",
    "VME_PLA_TZB_TeamLeader",
    "VME_PLA_TZB_GL_SquadLeader",
    "VME_PLA_TZB_GL_TeamLeader"
    ], //sf officers
    [],
    [],
    [],
    [["PLA W", "PLA D"]]
    ];
    
    mbPLAAirborneData =
    [
    [
    "VME_PLA_AP_Soldier_marksman",
    "VME_PLA_AP_Soldier", "VME_PLA_AP_Soldier", "VME_PLA_AP_Soldier", "VME_PLA_AP_Soldier",
    "VME_PLA_AP_Soldier_G", "VME_PLA_AP_Soldier_G",
    "VME_PLA_AP_Soldier_Medic",
    "VME_PLA_AP_Soldier_Engineer",
    "VME_PLA_AP_Soldier_RPG",
    "VME_PLA_AP_Soldier_AT98",
    "VME_PLA_AP_Soldier_AT",
    "VME_PLA_AP_Soldier_AA",
    "VME_PLA_AP_Soldier_LMG", "VME_PLA_AP_Soldier_LMG",
    "VME_PLA_AP_Soldier_MG", "VME_PLA_AP_Soldier_MG"
    ], //troops
    [
    "VME_PLA_AP_SquadLeader",
    "VME_PLA_AP_TeamLeader"
    ], //officers
    [
    "VME_PLA_TZB_Soldier",
    "VME_PLA_TZB_Soldier_G",
    "VME_PLA_TZB_Soldier_Medic",
    "VME_PLA_TZB_Soldier_LMG",
    "VME_PLA_TZB_Soldier_MG",
    "VME_PLA_TZB_Soldier_Engineer",
    "VME_PLA_TZB_Soldier_AT",
    "VME_PLA_TZB_Soldier_AA",
    "VME_PLA_TZB_Soldier_Sniper",
    "VME_PLA_TZB_Soldier_Sabotage",
    "VME_PLA_TZB_GL_Soldier_Sabotage",
    "VME_PLA_TZB_GL_Soldier",
    "VME_PLA_TZB_GL_Soldier_Medic"
    ], //sf troops
    [
    "VME_PLA_TZB_SquadLeader",
    "VME_PLA_TZB_TeamLeader",
    "VME_PLA_TZB_GL_SquadLeader",
    "VME_PLA_TZB_GL_TeamLeader"
    ], //sf officers
    [],
    [],
    [],
    [["PLA W", "PLA D"]]
    ];
    
    mbPLAMarineData =
    [
    [
    "VME_PLA_MR_Soldier", "VME_PLA_MR_Soldier", "VME_PLA_MR_Soldier", "VME_PLA_MR_Soldier",
    "VME_PLA_MR_Soldier_G", "VME_PLA_MR_Soldier_G",
    "VME_PLA_MR_Soldier_Medic",
    "VME_PLA_MR_Soldier_LMG", "VME_PLA_MR_Soldier_LMG",
    "VME_PLA_MR_Soldier_MG", "VME_PLA_MR_Soldier_MG",
    "VME_PLA_MR_Soldier_Engineer",
    "VME_PLA_MR_Soldier_marksman",
    "VME_PLA_MR_Soldier_AT",
    "VME_PLA_MR_Soldier_AT98",
    "VME_PLA_MR_Soldier_AA"
    ], //troops
    [
    "VME_PLA_MR_SquadLeader",
    "VME_PLA_MR_TeamLeader"
    ], //officers
    [
    "VME_PLA_TZB_Soldier",
    "VME_PLA_TZB_Soldier_G",
    "VME_PLA_TZB_Soldier_Medic",
    "VME_PLA_TZB_Soldier_LMG",
    "VME_PLA_TZB_Soldier_MG",
    "VME_PLA_TZB_Soldier_Engineer",
    "VME_PLA_TZB_Soldier_AT",
    "VME_PLA_TZB_Soldier_AA",
    "VME_PLA_TZB_Soldier_Sniper",
    "VME_PLA_TZB_Soldier_Sabotage",
    "VME_PLA_TZB_GL_Soldier_Sabotage",
    "VME_PLA_TZB_GL_Soldier",
    "VME_PLA_TZB_GL_Soldier_Medic"
    ], //sf troops
    [
    "VME_PLA_TZB_SquadLeader",
    "VME_PLA_TZB_TeamLeader",
    "VME_PLA_TZB_GL_SquadLeader",
    "VME_PLA_TZB_GL_TeamLeader"
    ], //sf officers
    [],
    [],
    [],
    [["PLA W", "PLA D"]]
    ];
    
    mbPLAVehicleData =
    [
    [
    "VME_PLA_Y9"
    ], //airdrop
    [
    "VME_PLA_Mi17",
    "VME_PLA_Mi17",
    "VME_PLA_Mi17",
    "VME_PLA_Mi17",
    "VME_PLA_z9"
    ], //transport helo
    [
    "VME_PLA_J10BH",
    "VME_PLA_J10BH",
    "VME_PLA_J10BH",
    "VME_PLA_J10BH",
    "VME_PLA_J10HD",
    "VME_PLA_jh7",
    "VME_PLA_jh7B",
    "VME_PLA_jh7B",
    "VME_PLA_jh7B",
    "VME_PLA_jh7B",
    "J20B"
    ], //CAS
    [
    "VME_PLA_z9", //ffar, 6 troops
    "VME_PLA_wz10", //hellfires
    "VME_PLA_wz10A"
    ], //gunship
    [
    "VME_PLA_J10B",
    "VME_PLA_J10B",
    "VME_PLA_J10B",
    "VME_PLA_J10B",
    "VME_PLA_J10B",
    "VME_PLA_J10B",
    "J20"
    ], //fighter
    [
    "VME_PLA_BJ2022", //unarmed
    "VME_PLA_SX2190" //troop truck
    
    ], //camp veh
    [
    "VME_PLA_EQ2050", //hmmwv m2
    "VME_PLA_KJB_EQ2050A", //hmmwv 23mm
    "VME_PLA_KJB_EQ2050B", //hmmwv TOW
    "VME_PLA_TZB_EQ2050B", //hmmwv TOW
    "VME_PLA_ZBL09", //wheeled apc
    "VME_PLA_ZBD03", //apc
    "VME_PLA_ZBD04", //apc
    "VME_PLA_ZBL09", //wheeled apc
    "VME_PLA_ZBD03", //apc
    "VME_PLA_ZBD04", //apc
    "vme_pla_ztz96A", //tank
    "VME_PLA_ZTZ99" //tank
    ], //combat veh
    [
    "VME_PLA_hq7", //brdm aa
    "VME_PLA_PGZ2000", //guns and missiles
    "VME_PLA_PGZ04" //guns and missiles
    ], //aa
    [
    "VME_PLA_PLZ05" //tank
    ], //arty
    [
    "VME_PLA_SX2190Refuel"
    ], //refuel
    [
    ], //repair
    [
    "VME_PLA_SX2190Reammo"
    ], //reammo
    [
    ], //ambulance
    [
    ], //command
    [
    ], //static aa
    [
    "VME_PLA_QJZ89",
    "VME_PLA_QJZ89A"
    ], //static mg
    [
    "VME_PLA_HJ8"
    ], //static at
    [
    "VME_PLA_QlZ04"
    ], //static gl
    [
    "VME_PLA_PG59_base"
    ], //static arty
    [
    ], //static mortar
    [["PLA W", "PLA D"]]
    ];
    

    Happy new year for all!!


  2. I'll be happy to look into replacing the ACEX by VME provided you or someone else provide me a class list (a list of vehicle class names for all units, vehicles, static guns as they appear in the mission.sqm) for the VME add-on. It doesn't come with such a list, unlike some other mods. Without such a list, I'd have to inspecting a config file or put each unit into a mission and read the mission.sqm, which is very time consuming.

    OK, I'll try to make a list myself. It's worth it.


  3. William, thanks for your effort. I'm enjoying every day. :)

    I'm sure you already know awesome "VME The Chinese People's Liberation Army" mod. It have high quality infantry, vehicles and aircraft models.

    http://www.armaholic.com/page.php?id=14099

    Please, could you add it for OPFOR and Independent forces?

    Right now the only PLA force present in Planned Assault is aged ACEX Chinese PLA Units. Chinese army is a major force and has a lot of potential for mission makers that shouldn't be overlooked.

    Cheers!


  4. I've downloaded and played the mission. The problem is with the task info telling you to wait while expecting you to move another 50m forward to the forward position in the assembly area (another waypoint). For the moment, you can work around it by telling your group to move to the next waypoint (backspace, ~, 1, 9) when the first task update appears telling you to wait.

    Alternatively, don't play as a squad leader.

    Tried again three times. Following your advices, moved to the waypoint 50m ahead and nothing happens. Thank you anyway, I'll try if I have more luck making other missions. Planned Assault has a lot of potential. :)

    btw: for a 'cold war atmosphere', trying changing your mission's date to January or December.

    Done. Indeed, looks better now.

    Just a suggestion: Would be awesome adding to Planned Assault the Bush War Conflict mod having the chance to play the SADF on that insteresting conflict.


  5. I occasionally run into this problem myself. Since I typically run missions with GCam or TroopMon active (these are camera tools, enabling you to view other units), I'm able to see what's happening. In the majority of cases, the attack is delayed by one or more units not arriving at the form-up position because (1) one or more vehicles gets stuck along the way, (2) mechanized infantry are hit by vehicles they are about to mount, resulting in one or more infantry crawling all the way, (3) vehicles being engaged and fleeing prior to form-up. In some cases, the group's don't trigger the form-up waypoint.

    Having to wait for indefinite time isn't that unrealistic for military movements. But it isn't fun when playing a game. I'll give it some more thoughts. In the meanwhile, try to whip up a mission on simple (flat) terrain such as Chernarus' Vybor, and try again. If that doesn't work, let me know your user name and the name of the mission, and I can take a look.

    William

    Yes, I'm thinking on something like that. All BLUFOR groups are playabe but I haven't seen anything wrong switching them. In fact the mission is done on Chernarus Vybor map.

    My username is "Juankar", as here. And the name of the mission is "US big battle".

    Thank you for taking care of this issue.


  6. Hi _William,

    Just discovered Planned Assault and I'm deeply impressed. Thank you! :yay:

    I've created several missions but I have a problem. When starting to play a mission the first task is "Form up and wait for attack to start" and "Form up at the designed location, keep low and wait for the signal to start the attack." When all units are in the right place time passes and passes but I get no signal to start the attack. It's an error, I'm overlooking something? What should I do?

    Thanks again. :)

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