Jump to content

CRCError1970

Member
  • Content Count

    31
  • Joined

  • Last visited

  • Medals

Everything posted by CRCError1970

  1. CRCError1970

    What files needed to retexture Vanilla NVGs

    My best guess would be "\A3\weapons_f\Data\nvg_anpvs7_CO.paa" or "\A3\weapons_f\Data\nvg_anpvs7_lens_CA.paa" - if anything were to work my guess is to start here. There's no textures defined anywhere in the configs for NVGoggles, so I'm inclined to think that the textures are built into the model and may not be able to be edited.
  2. Hey! Thanks SO much.... This was driving me crazy tonight. I was trying to add the Taru Bench to a new Independent Faction and was pulling my hair out trying to get rid of the CSAT Loadmaster.
  3. CRCError1970

    LDF Ammo Box Bugs

    I've encountered two LDF ammo boxes that contain the wrong magazines for the weapons used by the LDF faction. Box_EAF_Ammo_F - It has "9Rnd_45ACP_Mag" in it when it should be "11Rnd_45ACP_Mag". The 9 round mag does not fit in the .45ACP that LDF soldiers use. Box_EAF_WpsSpecial_F - It has the "200Rnd_338_Mag" in it when it should be "130Rnd_338_Mag". the 200 round belt is for the Rhino, the 130 Round belt is for the SPMG that LDF soldiers use.
  4. CRCError1970

    Update to Arsenal.....

    In the interim, try the Arsenal Search mod... You can narrow stuff down pretty easily with it... You can even search by partial class name if you know what you are looking for. https://steamcommunity.com/sharedfiles/filedetails/?id=2060770170
  5. Hey @Keelah, Thanks for this tool... It's incredibly useful! I do have a request, though. Could you please increase the number of headless clients that the launcher will spawn? I run my Dedicated server on a computer with Dual 12 core Xeon processors with 64GB RAM (Soon to be upgraded to 128GB.) I have processor power to spare and the limit of 5 clients doesn't use all my cores.
  6. 1. Select the profile you want to delete 2. Right click the profile name at the bottom of the "Profile" window. 3. Select "Delete Profile" from the popup list.
  7. CRCError1970

    co10 Escape

    One other thing that's happening to our group is the guards are walking straight through the walls of the corrugated steel version of the prison. Regarding the alarm being bugged... I kind of liked having the alarm tied to the door only, but that made escaping the prison *too* easy, since the guards would not fire back at all once they were engaged. Our playing group abused that one a lot since we use the Enhanced Movement mod. We would equip the pistols and then climb up the H-Barriers and shoot the guards from above, then open the gate.
  8. CRCError1970

    co10 Escape

    In regards to AI sharpshooting... Our playing group noticed that the difficulty in successfully escaping seemed to increase quite a bit since Malden 2035 released. No settings on our dedicated server have been changed. I'm not terribly worried about, we've come to accept that Escape is a cruel game... :) Also, I think I've uncovered yet another bug that can prevent the extraction helos from activating on smoke. There is a common problem with the 3DEN editor that cropped up when they went 3D. When map makers copy & paste markers, they sometimes get pasted into an invalid elevation state. For some reason they don't snap to the proper AGL elevation and it can render them unusable, especially for scripts that rely on proximity to fire. I don't think there is anything you can do to avoid this happening, other than not pasting markers and manually placing them each time. This can be seen by opening up the Malden 2035 escape and checking out evac markers at 17. When in the 2D editor, select one of the markers at 17. Then right click on it and select "Go Here." You'll notice that the 3D camera clips into the terrain and you get the old "hall of mirrors" effect on the screen. I can attest that every time we've received that position for extraction, smoke grenades have never worked. The only way I've been able to fix this is to delete the existing markers and manually placing new markers on the map to replace them. Dragging a bugged marker doesn't seem to ever fix it, nor does manually editing the elevation in the SQM file. I've been meaning to contact the devs of 3den Enhanced and asking if they could make a function that would allow you to snap a marker to ground level.
  9. CRCError1970

    co10 Escape

    Just a heads up... In the UnitClasses.sqf in the RHS versions, the "Additional Weaponboxes" are calling a class name that spawns empty crates. I think the reason for this is they are "Arsenal" classes of crates, but when a player accesses them in Escape, the "Arsenal" option is not available and they open the "Inventory" dialog instead. Since they don't have contents defined anywhere, they are empty. ////////////////////////////////////////////////////////////////// // fn_AmmoDepot // What kind of weapon boxes are spawned when the parameter "additional weapons" is activated // use to add boxes from mods to the ammo depots ////////////////////////////////////////////////////////////////// a3e_additional_weapon_box_1 = "rhsusf_weapons_crate"; a3e_additional_weapon_box_2 = "rhsusf_ammo_crate"; The changes I have made for my server: ////////////////////////////////////////////////////////////////// // fn_AmmoDepot // What kind of weapon boxes are spawned when the parameter "additional weapons" is activated // use to add boxes from mods to the ammo depots ////////////////////////////////////////////////////////////////// a3e_additional_weapon_box_1 = "rhsusf_weapon_crate"; a3e_additional_weapon_box_2 = "rhsusf_gear_crate";
  10. CRCError1970

    co10 Escape

    Ok, I've looked on your FTP and in this thread and I'm not seeing any references to a 1.9 build download... Am I blind or is it a private release?
  11. CRCError1970

    co10 Escape

    Hey, for what it's worth, I just tried a map with the drn_Escape_ExtracionBoatSpawnPosX markers removed and the extract sequence did not fire.
  12. CRCError1970

    co10 Escape

    Well, I *had* made a scenario with the "Malden Defense Force 2035" available on the Steam Workshop, but something with how the author made the faction is incompatible with co10 Escape. The units spawn without any equipment in their uniforms and vests. I'm pretty sure it's something wrong with the MDF addon that can't be fixed within Escape. When I used the Eden to make custom loadouts for the MDF units, no matter what they spawned in game with their default gear. EDIT: It turns out that the MDF 2035 author used the "ALiVE Order of Battle Creator" tool to make the new faction. Units made with this tool are incompatible with both the Eden Loadout Editor and scripts that modify loadouts when they are spawned.
  13. CRCError1970

    co10 Escape

    I just now downloaded the 1.8.1 hotfix version and had an observation and a few questions. First, the questions... So I understand - The number of extraction points possible is now globally greater than 8 now? Is 20 a new hardcoded limit or can there be more? Also an observation: On the vanilla Malden 2035 map, there are 4 extraction markers for "drn_Escape_ExtracionBoatSpawnPos19" and none for "drn_Escape_ExtracionBoatSpawnPos20". I think that the markers for 20 may have been inadvertently named "drn_Escape_ExtractionPos19_2" and "drn_Escape_ExtractionPos19_3" instead of "drn_Escape_ExtractionPos20" and "drn_Escape_ExtractionPos20_1" respectively.
  14. OH! MY! GOD! THANK YOU! No, really, the whole idea of the throttle not being one continuous axis was driving me nuts. I've been playing Elite: Dangerous for some time and the "Spaceship Controls" ruined me for real life controls. Thanks to you I now understand that Throttle ≠ Collective.
  15. CRCError1970

    crCTI Kastenbier Edition

    I'm sure I've seen this somewhere but I've searched with no results... What does the array do in the init field of the flagpoles? I.E. towns=towns+[[this,"Pyrgos",400,2,10,2]];
  16. CRCError1970

    crCTI Kastenbier Edition

    No, just CUP and ShackTac. I'm not sure exactly what they ended up being, I didn't get close enough to find out. :) Sure, I can send you the SQM when it's "ready". It's not quite to my liking yet, finding suitable start spots for the sides is proving tough with this one. Town balance is a bit wonky, too. The inland river has a lot more villages/building clusters on the west side.
  17. CRCError1970

    crCTI Kastenbier Edition

    Hey, did you add a new behavior regarding the AI placing explosives on the map? I just made Nogova into a crCTI map and today while playing I saw at least 2 explosives icons that neither me or my brother had placed.
  18. CRCError1970

    co10 Escape

    The only old school map I've worked on is Nogova. I'm only planning on doing CUP versions at first. I really like the European landscape vibe that it has.and it is pretty friendly to your GPU. There's enough terrain detail to keep it interesting and the cities are dense enough for urban shenanigans. The road network is decently optimized for AI traffic, too. CUP Sahrani's roads, while better than the original Arma imports, still drive me nuts when I see AI driving. I plan on eventually turning my attention to Malden, Everon, and Kolgujev. The ACR's Bystrica might be interesting since it's kind of a "Cherno Lite" and may be good for a shorter game. Bukovina would just be Porto style sadism... Although the lack of patrol boats might give you an advantage. :)
  19. CRCError1970

    co10 Escape

    Hey, my brother and I are loving trying to two-man these missions lately. I am kind of the resident mission editor/porter in the squad and I'm fixing to try to port the mission to the other CUP Terrains for some more variety/sadism... I noted that earlier in the thread you said that the mission (obviously) wasn't created with Eden in mind... In my experience, porting a mission from the 2D format to the 3D format doesn't really break stuff until you try to define game play rules from within the editor. It seems like most missions are scripted to rely on description.ext to do a lot of the heavy lifting for mission init, and Eden has the option to move some of those functions to the mission.sqm. Stuff like game type, player slots, respawn rules and garbage collection. That being said, I'm not an expert on the under the hood stuff that missions do to initialize things... I'm just curious if you have tried converting the mission from 2D to Eden and had any luck? In any case I'm gonna give a try and if I have any luck with it I'll make my ports available to you guys. EDIT: I'm not against using the 2D editor to do it... I've just really become a lot more proficient using Eden these days.
  20. So, this is strange thing I've never encountered on a local server... Playing a map (DUWS) that often spawns vehicles that I cannot operate. When I get to an enemy site, the vehicles that are there are quite often non-functional. I've tried running the map without any mods loaded and it still happens. For example, the Vehicle Refit Station site spawns 3 vehicles. An unarmed Ifrit, and two Zamak transports, one covered, the other not covered. Most of the time the uncovered Zamak and Ifrit work fine, but the covered one will not work. The Camp Site spawns a Quad Bike and an Armed Offroad. The Offroad virtually never works, but the Quad seems to have a 50/50 chance. For the extra weirdness, when I'm playing the mission co-op with my brother, he can always operate the vehicles. I find that extra odd since I'm hosting the game and he isn't. One side note... when my brother is driving a "broken" vehicle, the vehicle is silent. No engine noises at all. I looked at the script that spawns the vehicles and I'm not seeing any reason why they don't work, however I wonder if somehow they are spawning with a minuscule amount of terrain collision. I still don't understand why a client would be able to move the vehicles and I cannot even if collision was the cause. _vehicle_39 = objNull; if (true) then { _this = createVehicle ["O_Quadbike_01_F", [1818.0513, 5627.2832, 0.11207256], [], 0, "CAN_COLLIDE"]; _vehicle_39 = _this; _this setDir 211.33353; _this setPos [(1818.0513)-_centerX+_centerSpawnX, (5627.2832)-_centerY+_centerSpawnY, 0.11207256]; };
  21. I've been playing the workshop version of this without any major issues. My only problem I've encountered is when I get to an enemy site, the vehicles that are there are quite often non-functional. I've tried running the map without any mods loaded and it still happens. For example, the Vehicle Refit Station site spawns 3 vehicles. An unarmed Ifrit, and two Zamak transports, one covered, the other not covered. Most of the time the uncovered Zamak and Ifrit work fine, but the covered one will not work. The Camp Site spawns a Quad Bike and an Armed Offroad. The Offroad virtually never works, but the Quad seems to have a 50/50 chance. For the extra weirdness, when I'm playing the mission co-op with my brother, he can always operate the vehicles. I find that extra odd since I'm hosting the game and he isn't. One side note... when my brother is driving a "broken" vehicle, the vehicle is silent. No engine noises at all. I looked at the script that spawns the vehicles and I'm not seeing any reason why they don't work, however I wonder if somehow they are spawning with a minuscule amount of terrain collision. I still don't understand why a client would be able to move the vehicles and I cannot even if collision was the cause.
  22. CRCError1970

    crCTI Kastenbier Edition

    Thanks very much for the help. Looking at your solution... I'm kinda surprised I didn't figure that out myself seeing as the Field Hospital is a support structure and has a similar script attached to it. As far as renaming the mission... I do that when I edit things, but I do not distribute any missions based on other people's work without first asking permission. Even if the authors say it's ok, I still ask. I only edit them for myself and close friends for use on a private server. :)
  23. CRCError1970

    crCTI Kastenbier Edition

    Hey man, I've made some changes of my own to the InitStructureTypes.sqf mainly because I use the CUP addons: //structDefs defines all buildable structures alignDefs = []; adCenter = 0; adWidth = 1; alignTypes = []; structsFloat = []; structDefs = []; sdName = 0; sdCost = 1; sdSides = 2; sdOnlyCO = 3; sdOnlyMHQ = 4; sdLimit = 5; sdMaxRadius = 6; sdDist = 7; sdObjectsWest = 8; sdObjectsEast = 9; sdScriptsServer = 10; sdScriptsPlayer = 11; sdType = 12; sdRearmTime = 13; sdBuildCycleTime = 14; sdBuildLimitTime = 15; stNone = -6; // structure types for unbuyable units (don't ask) stPrebuiltBarracks = -5; stPrebuiltLight = -4; stPrebuiltHeavy = -3; stPrebuiltAir = -2; stPrebuiltMarina = -1; // object format: [oName, nRot, aPos, upVec] _type = 0; structDefs set [_type, ["Barracks", 1000, siBoth, true, true, 4, 10, 15, [["USMC_WarfareBBarracks", 0, []]], [["RU_WarfareBBarracks", 0, []]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitBarracks.sqf"],_type,0,5,0]]; stBarracks = _type; _type = _type + 1; structDefs set [_type, ["Light Vehicle Factory", 2000, siBoth, true, true, 4, 10, 20, [["USMC_WarfareBLightFactory", 0, []]], [["RU_WarfareBLightFactory", 0, []]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitLightVehicleFactory.sqf"],_type,0,15,0]]; stLight = _type; _type = _type + 1; structDefs set [_type, ["Heavy Vehicle Factory", 4000, siBoth, true, true, 4, 15, 25, [["USMC_WarfareBHeavyFactory", 0, [1,0,0]]], [["RU_WarfareBHeavyFactory", 0, [1,0,0]]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitHeavyVehicleFactory.sqf"],_type,0,30,0]]; stHeavy = _type; _type = _type + 1; structDefs set [_type, ["Aircraft Factory", 5000, siBoth, true, true, 4, 15, 30, [["USMC_WarfareBAircraftFactory", 0, [0,0,0]]], [["RU_WarfareBAircraftFactory", 0, [0,0,0]]], ["InitPrimaryStructure.sqf","InitUnitFactory.sqf","InitAircraftFactory.sqf"], ["InitAircraftFactory.sqf"],_type,0,45,0]]; stAir = _type; _type = _type + 1; structDefs set [_type, ["Comm Center", 1200, siBoth, true, true, 2, 5, 15, [["Land_Communication_F", 270, [],[0,0,1]]], [["Land_Communication_F", 270, [],[0,0,1]]], ["InitPrimaryStructure.sqf", "InitRelay.sqf"], [],_type,0,0,0]]; stComm = _type; _type = _type + 1; _marina = [["Land_Lighthouse_small_F", -90, [0,0,0], [0,0,1]], ["Land_Pier_small_F", 90, [-20,-5,-0.3], [0,0,1]], ["Land_BuoyBig_F", -90, [-75,-5,0]]]; structDefs set [_type, ["Marina", 3000, siBoth, false, false, 3, 20, 20, _marina, _marina, ["InitPrimaryStructure.sqf","InitUnitFactory.sqf"], ["InitMarina.sqf"],_type,0,30,0] ]; stMarina = _type; _type = _type + 1; structDefs set [_type, ["Lights", 10, siBoth, true, true, 10, 5, 15, [["Land_LampAirport_F", 90, [],[0,0,1]]], [["Land_LampAirport_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _lights = _type; _type = _type + 1; structDefs set [_type, ["Field Hospital", 200, siBoth, false, false, 10, 4, 15, [["CDF_WarfareBFieldhHospital", 180, []]], [["RU_WarfareBFieldhHospital", 180, []]], ["InitSecondaryStructure.sqf"], ["InitHospital.sqf", "AddDeleteAction.sqf"],_type,0,0,0]]; stHospital = _type; _type = _type + 1; structDefs set [_type, ["Medical Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Medevac_F", 0, []]], [["Land_Pod_Heli_Transport_04_medevac_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Ammo Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Ammo_F", 0, []]], [["Land_Pod_Heli_Transport_04_ammo_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Repair Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Repair_F", 0, []]], [["Land_Pod_Heli_Transport_04_repair_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Fuel Container", 2000, siBoth, false, false, 10, 5, 15, [["B_Slingload_01_Fuel_F", 0, []]], [["Land_Pod_Heli_Transport_04_fuel_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Radar Station", 1000, siBoth, false, false, 4, 5, 20, [["Land_Radar_Small_F", 90, [],[0,0,1]]], [["Land_Radar_Small_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["InitRadar.sqf", "AddDeleteAction.sqf"],_type,0,0,0]]; stAAradar = _type; _type = _type + 1; structDefs set [_type, ["Long Range Radar Station", 5000, siBoth, false, false, 4, 5, 20, [["Land_Radar_F", 90, [],[0,0,1]]], [["Land_Radar_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["InitRadar.sqf", "AddDeleteAction.sqf"],_type,0,0,0]]; stAAradarLR = _type; _type = _type + 1; if ( AcreAllowed ) then { structDefs set [_type, ["Relay Station", 600, siBoth, false, false, 5, 5, 20, [["Land_TBox_F", 90, [],[0,0,1]],["Land_TTowerSmall_2_F", 90, [],[0,0,1]]], [["Land_TBox_F", 90, [],[0,0,1]],["Land_TTowerSmall_2_F", 90, [],[0,0,1]]], ["InitPrimaryStructure.sqf", "InitRelay.sqf"], [],_type,0,0,0]]; _type = _type + 1; }; _st_mg_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_HMG_01_F") && isClass (configFile >> "cfgVehicles" >> "O_HMG_01_F")) then { structDefs set [_type, ["Mk30 HMG .50", 250, siBoth, false, false, 5, 4, 2.5, [["B_HMG_01_F", 0, []]], [["O_HMG_01_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,15,0,0] ]; structsFloat set [count structsFloat, _type]; _st_mg_pod = _type; _type = _type + 1; }; _st_mg_pod2 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_HMG_01_high_F") && isClass (configFile >> "cfgVehicles" >> "O_HMG_01_high_F")) then { structDefs set [_type, ["Mk30 HMG .50 (raised)", 250, siBoth, false, false, 5, 4, 2.5, [["B_HMG_01_high_F", 0, []]], [["O_HMG_01_high_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,15,0,0] ]; structsFloat set [count structsFloat, _type]; _st_mg_pod2 = _type; _type = _type + 1; }; _st_mg_pod3 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_HMG_01_A_F") && isClass (configFile >> "cfgVehicles" >> "O_HMG_01_A_F")) then { structDefs set [_type, ["Mk30A HMG .50", 250, siBoth, false, false, 5, 4, 2.5, [["B_HMG_01_A_F", 0, []]], [["O_HMG_01_A_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,15,0,0] ]; structsFloat set [count structsFloat, _type]; _st_mg_pod3 = _type; _type = _type + 1; }; _st_gl_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_GMG_01_F") && isClass (configFile >> "cfgVehicles" >> "O_GMG_01_F")) then { structDefs set [_type, ["Mk32 GMG 20mm", 300, siBoth, false, false, 5, 4, 2.5, [["B_GMG_01_F", 0, []]], [["O_GMG_01_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,20,0,0] ]; structsFloat set [count structsFloat, _type]; _st_gl_pod = _type; _type = _type + 1; }; _st_gl_pod2 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_GMG_01_high_F") && isClass (configFile >> "cfgVehicles" >> "O_GMG_01_high_F")) then { structDefs set [_type, ["Mk32 GMG 20mm (raised)", 300, siBoth, false, false, 5, 4, 2.5, [["B_GMG_01_high_F", 0, []]], [["O_GMG_01_high_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,20,0,0] ]; structsFloat set [count structsFloat, _type]; _st_gl_pod2 = _type; _type = _type + 1; }; _st_gl_pod3 = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_GMG_01_A_F") && isClass (configFile >> "cfgVehicles" >> "O_GMG_01_A_F")) then { structDefs set [_type, ["Mk32A GMG 20mm", 300, siBoth, false, false, 5, 4, 2.5, [["B_GMG_01_A_F", 0, []]], [["O_GMG_01_A_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,20,0,0] ]; structsFloat set [count structsFloat, _type]; _st_gl_pod3 = _type; _type = _type + 1; }; _st_aa_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_static_AA_F") && isClass (configFile >> "cfgVehicles" >> "O_static_AA_F")) then { structDefs set [_type, ["Static Titan Launcher (AA)", 1000*AntiAirPodFactor, siBoth, false, false, 5, 4, 2.5, [["B_static_AA_F", 0, []]], [["O_static_AA_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,60,0,0] ]; structsFloat set [count structsFloat, _type]; _st_aa_pod = _type; _type = _type + 1; }; _st_at_pod = stNone; if ( isClass (configFile >> "cfgVehicles" >> "B_static_AT_F") && isClass (configFile >> "cfgVehicles" >> "O_static_AT_F")) then { structDefs set [_type, ["Static Titan Launcher (AT)", 1500*AntiTankPodFactor, siBoth, false, false, 5, 4, 2.5, [["B_static_AT_F", 0, []]], [["O_static_AT_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,60,0,0] ]; structsFloat set [count structsFloat, _type]; _st_a_pod = _type; _type = _type + 1; }; if ( ArtyAllowed > 0 && isClass (configFile >> "cfgVehicles" >> "B_Mortar_01_F") && isClass (configFile >> "cfgVehicles" >> "O_Mortar_01_F")) then { structDefs set [_type, ["Mk6 Mortar", 5000*ArtyAllowed, siBoth, false, false, 5, 4, 2.5, [["B_Mortar_01_F", 0, []]], [["O_Mortar_01_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,300,0,300] ]; structsFloat set [count structsFloat, _type]; _type = _type + 1; structDefs set [_type, ["M119/D-30", 50000*ArtyAllowed, siBoth, false, false, 5, 4, 2.5, [["CUP_B_M119_US", 0, []]], [["CUP_O_D30_RU", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "AddKickoutCrewAction.sqf"],_type,300,0,300] ]; structsFloat set [count structsFloat, _type]; _type = _type + 1; }; structDefs set [_type, ["Wall", 150, siBoth, false, false, 50, 2, 10, [["Land_HBarrierBig_F", 0, []]], [["Land_HBarrierBig_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; stWall = _type; _type = _type + 1; structDefs set [_type, ["Heli H", 10, siBoth, false, false, 10, 5, 15, [["Land_HelipadSquare_F", 0, []]], [["Land_HelipadSquare_F", 0, []]], ["InitSecondaryStructure.sqf", "InitHeliH.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _heliH = _type; _type = _type + 1; _heliHL = _heliH; if ( isClass(configFile >> "cfgVehicles" >> "PortableHelipadLight_01_red_F") && isClass(configFile >> "cfgVehicles" >> "Windsock_01_F")) then { structDefs set [_type, ["Heli H (Lights)", 10, siBoth, false, false, 10, 5, 15, [["Land_HelipadSquare_F", 0, []], ["PortableHelipadLight_01_red_F", 0,[-7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[-7,7,0]], ["PortableHelipadLight_01_red_F", 0,[7,7,0]], ["Windsock_01_F", 0,[10,10,0]]], [["Land_HelipadSquare_F", 0, []], ["PortableHelipadLight_01_red_F", 0,[-7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[7,-7,0]], ["PortableHelipadLight_01_red_F", 0,[-7,7,0]], ["PortableHelipadLight_01_red_F", 0,[7,7,0]], ["Windsock_01_F", 0,[10,10,0]]], ["InitSecondaryStructure.sqf", "InitHeliH.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _heliHL = _type; _type = _type + 1; }; structDefs set [_type, ["Razorwire", 20, siBoth, false, false, 10, 5, 15, [["Land_Razorwire_F", 0, []]], [["Land_Razorwire_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Bag Fence", 40, siBoth, false, false, 10, 5, 15, [["Land_BagFence_Long_F", 0, []]], [["Land_BagFence_Long_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Bag Fence (round)", 40, siBoth, false, false, 10, 5, 15, [["Land_BagFence_Round_F", 180, []]], [["Land_BagFence_Round_F", 180, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Small Bag Bunker", 100, siBoth, false, false, 10, 5, 15, [["Land_BagBunker_Small_F", 180, []]], [["Land_BagBunker_Small_F", 180, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structDefs set [_type, ["Camo Net Large", 20, siBoth, true, false, 10, 0, 15, [["CamoNet_BLUFOR_big_F", 0, []]], [["CamoNet_OPFOR_big_F", 0, []]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _camoNetLarge = _type; _type = _type + 1; structDefs set [_type, ["Lights", 10, siBoth, true, true, 10, 5, 15, [["Land_LampAirport_F", 90, [],[0,0,1]]], [["Land_LampAirport_F", 90, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf"],_type,0,0,0]]; _lights = _type; _type = _type + 1; structDefs set [_type, ["Live Feed Display", 100, siBoth, false, false, 10, 5, 15, [["Land_Billboard_F", 0, [],[0,0,1]]], [["Land_Billboard_F", 0, [],[0,0,1]]], ["InitSecondaryStructure.sqf"], ["AddDeleteAction.sqf", "InitLiveFeed.sqf"],_type,0,0,0]]; _type = _type + 1; _chill = [["Land_CampingTable_F", 0,[0,0,0]], ["Land_Sink_F", 0, [3,4,0]], ["Land_CampingChair_V2_F", 94,[1.5,0,0]], ["Land_CampingChair_V2_F", -93,[-1.5,0,0]], ["Land_CampingChair_V2_F", 2,[0.5,0.75,0]], ["Land_CampingChair_V2_F", -3,[-0.5,0.75,0]], ["Land_CampingChair_V2_F", 182,[0.5,-0.75,0]], ["Land_CampingChair_V2_F", 183,[-0.5,-0.75,0]], ["Land_Camping_Light_F", 0,[0,0,1.0]], ["Land_CampingTable_F", 0,[0,-3,0]], ["Land_CampingChair_V2_F", 94,[1.5,-3,0]], ["Land_CampingChair_V2_F", -93,[-1.5,-3,0]], ["Land_CampingChair_V2_F", 2,[0.5,-3 + 0.75,0]], ["Land_CampingChair_V2_F", -3,[-0.5,-3 + 0.75,0]], ["Land_CampingChair_V2_F", 182,[0.5,-3 -0.75,0]], ["Land_CampingChair_V2_F", 183,[-0.5,- 3-0.75,0]], ["Land_Camping_Light_F", 0,[0,-3,1.0]], ["Fridge_01_closed_F", 0,[1.5,4,0]], ["Fridge_01_closed_F", 0,[0.9,4,0]], ["Land_Portable_generator_F", 0,[0.9,5,0]], ["Land_TablePlastic_01_F", 0,[-2.0,4,0]], ["Land_WaterCooler_01_new_F",0, [-0.0,4,0.0]], ["Land_WaterCooler_01_new_F", 0,[-0.5,4,0.0]], ["Land_FlatTV_01_F", -20,[-2.5,4.2,1.0]], ["Land_Camping_Light_F", 0,[-1.7,4,1.0]], ["Land_Garbage_square5_F",0, [0,0,0.0]], ["Land_WheelieBin_01_F", 0,[-3.7,4,0.0]], ["Land_ClutterCutter_large_F", 0,[-3,-3,0.0]], ["Land_ClutterCutter_large_F", 0,[3,-3,0.0]], ["Land_ClutterCutter_large_F", 0,[-3,3,0.0]], ["Land_ClutterCutter_large_F", 0,[3,3,0.0]], ["Land_ClutterCutter_large_F", 0,[0,0,0.0]], ["Land_FieldToilet_F",180, [-4,6,0.0]], ["Land_Noticeboard_F",0, [-4,-6,0.0]], ["Land_PartyTent_01_F", 0, [0,0,0]] ]; structDefs set [_type, ["Tactical Chillout Zone", 100, siBoth, false, false, 10, 5, 15, _chill, _chill, ["InitSecondaryStructure.sqf", "InitChillout.sqf"], ["InitChillout.sqf","AddDeleteAction.sqf"],_type,0,0,0]]; _type = _type + 1; structMatrix = [ [], [] ]; structsBuilt = [ [], [] ]; structTimes = [ [], [] ]; _index = 0; _count = count structDefs; for [ {_index=0}, {_index<(count structDefs)}, {_index=_index+1}] do { (structMatrix select siWest) set [_index, []]; (structMatrix select siEast) set [_index, []]; (structsBuilt select siWest) set [_index, 0]; (structsBuilt select siEast) set [_index, 0]; (structTimes select siWest) set [_index, 0]; (structTimes select siEast) set [_index, 0]; }; structsRespawn = [stComm, stBarracks, stLight, stHeavy, stAir, stMarina]; structsCritical = [stBarracks, stLight, stHeavy, stComm, stAir]; structsFactory = [stBarracks, stLight, stHeavy, stAir, stMarina]; structsAcronyms = []; structsAcronyms set [stComm, "CC"]; structsAcronyms set [stBarracks, "B"]; structsAcronyms set [stLight, "LF"]; structsAcronyms set [stHeavy, "HF"]; structsAcronyms set [stAir, "AF"]; structsAcronyms set [stMarina, "MA"]; structsMarkers = ["mil_dot", "mil_warning"]; // do server stuff only if ( isServer) then { // BASE TEMPLATES // format [type, timeBuild, posRelMhq, dirBuilder] // dirBuilder is the direction the builder faces when building the structure // use negative timeBuild values to let AI comm decide by current income/money // e.g. -2 = build if income/totalmoney twice the average price of units/vehicles in factory bdType = 0; bdTime = 1; bdPos = 2; bdDir = 3; bdFindEmpty = 4; bdNightOnly = 5; baseDefs = []; _base = []; _prims = []; _prims set [count _prims, [stBarracks, 0, [-50, 0], 90, true, false]]; _prims set [count _prims, [stComm, 0, [0, 25], 90, true, false]]; _prims set [count _prims, [stLight, 0, [50, 0], 270, true, false]]; _prims set [count _prims, [stHeavy, -1.0, [50, -50], 0, true, false]]; _prims set [count _prims, [stAir, -1.0, [0, 50], 0, true, false]]; _prims set [count _prims, [stHospital, -1.0, [0, -40], 180, true, false]]; _prims set [count _prims, [stHeavy, -3.0, [-50, -50], 0, true, false]]; _base set [0, _prims]; _secs = []; _secs set [count _secs, [_camoNetLarge, 0, [0, 0], 90, false, false]]; _secs set [count _secs, [_lights, 1*60, [-30, -30], 45, false, true]]; _secs set [count _secs, [_lights, 1*60, [30, -30], 315, false, true]]; _secs set [count _secs, [_lights, 1*60, [-30, 30], 135, false, true]]; _secs set [count _secs, [_lights, 1*60, [30, 30], 225, false, true]]; _secs set [count _secs, [stwall, 1, [5, 0], 90, false, false]]; _secs set [count _secs, [stwall, 1, [-7, 0], 90, false, false]]; _secs set [count _secs, [stwall, 1, [0, 5], 0, false, false]]; _secs set [count _secs, [stwall, 1, [0, -13], 0, false, false]]; _secs set [count _secs, [_heliHL, 10*60, [-75, 40], 270, true, false]]; _secs set [count _secs, [_heliHL, 10*60, [75, 40], 90, true, false]]; _secs set [count _secs, [_heliHL, 10*60, [-50, 75], 270, true, false]]; _secs set [count _secs, [_heliHL, 10*60, [50, 75], 90, true, false]]; _secs set [count _secs, [stAARadar, 60*60, [150, 150], 0, true, false]]; if (_st_mg_pod != stNone ) then { _secs set [count _secs, [_st_mg_pod, 15*60, [125, 0], 90, true, false]]; _secs set [count _secs, [_st_mg_pod, 15*60, [-125, 0], 330, true, false]]; _secs set [count _secs, [_st_mg_pod, 15*60, [0, -120], 180, true, false]]; _secs set [count _secs, [_st_mg_pod, 15*60, [0, 120], 0, true, false]]; }; if ( _st_aa_pod != stNone ) then { _secs set [count _secs, [_st_aa_pod, 25*60, [-100, 100], 315, true, false]]; _secs set [count _secs, [_st_aa_pod, 25*60, [100, 100], 45, true, false]]; _secs set [count _secs, [_st_aa_pod, 25*60, [-100, -100], 225, true, false]]; _secs set [count _secs, [_st_aa_pod, 25*60, [100, -100], 135, true, false]]; }; if ( _st_at_pod != stNone ) then { _secs set [count _secs, [_st_at_pod, 25*60, [-125, 125], 315, true, false]]; _secs set [count _secs, [_st_at_pod, 25*60, [125, 125], 45, true, false]]; _secs set [count _secs, [_st_at_pod, 25*60, [-125, -125], 225, true, false]]; _secs set [count _secs, [_st_at_pod, 25*60, [125, -125], 135, true, false]]; }; _base set [1, _secs]; baseDefs set [count baseDefs, _base]; }; So you don't have to look for the changes I made... 1.) Changed all of the factories to the A2 Warfare types. Mainly for nostalgic reasons. 2.) Changed Comm Center model to smaller tower. Mainly to help keep AI Helicopters from killing themselves. Changed light poles to be more distinctive to compensate and make bases a bit easier to recon with the absence of the huge tower. 3.) Gave AI commander access to build the Field Hospital in the base. 4.) Added CUP Turret-type Artillery to Support Build Menu. (I think I'll remove it as it's kind of OP and broken.) 5.) Added some of the Huron Containers/Taru Pods to Support Build Menu. Plan on adding the ammo box containers after I figure out how to limit the arsenal they default to spawning with. Now to get to the point... The Huron/Taru support containers are *really* overpowered at the moment since they can Repair/Refuel/Rearm without incurring a support cost. I tried to figure out on my own how to attach your support scripting to the containers, but didn't see how to. Could you point me in the right direction?
  24. CRCError1970

    Warlords

    Hey, thanks for the reply. I play a lot of SC and CTI in Arma and it's really helpful to me to have a point of reference for not only ownership of captured sectors, but also knowing where the point of capture is.
  25. CRCError1970

    Warlords

    Hey, I've been trying to figure out if it's possible to sync a flagpole to the Warlords Sector module so that is changes the flag to reflect the owner of the sector.
×