Minoza 11 Posted January 19, 2010 (edited) So, with hopefully growing interest in CAA1 for Arma 2, I decided to port good old Evo Blue to A2 Sahrani. Of course - ACE2 version I know there are few Evolutions available for A2 (Chernarus though) but I don't like them at all. Even though Razor improved some things a lot, there are few things I really dislike and I think they might be a cause to drop in popularity of this mission. MHQ IMHO ruined this mission, that thing should never have been implemented in Evo. Why? Evo is all about transport, using ALL available vehicles etc... MHQ simpy removed a need for that... Next thing - teleporting - why? What for? I remember playing this mission without all that stuff and I didn't miss it at all... I hope I am not the only one. So, soon I decided to make new version of Evo for Chernarus which would be like the old one but current versions are so f***ed up that I didn't know where to start from... I think I finnaly gave up on that... But then, I ran into Sahrani, and I got my hand on old Evo Blue v2 and next thing you know, I have ACE Sahrani Evolution Blue It is still WIP cause there is still a lot to do around, I will show you few images, those who played A1 Evo may recognize it on first sight! It's nearly same, I had to do some minor changes cause of ACE stuff... Base: Some vehicles and base layout: Few things I've noticed which needs to be fixed: 1. Vehicles which should respawn doesn't respawn (will fix this) 2. Destroyed vehicles doesn't appear on map as ''[vehicle name] needs repair'' (no idea how to fix this) *fixed -related- some vehicles still aren't being reported (ACE vehicles maybe?) 3. Radio towers exact positions are marked on map (no idea how to fix) 4. Shilka/Tunguska covering area marked with red crosses (not sure how to remove) 5. Instead of having ''T'' menu I would preffer having ''Team Menu'' or similar option in action menu - at the moment there are actions for recruiting etc... in action menu but I want one action which would bring up screen where you can - recruit, adjust view distance, grass layer, etc... (not sure how to do this) 6. I would like to implement feature like in current ACE Domination where you can only call artillery as artillery operator with radio in your inventory and support would cost you nothing (no idea how to do this) 7. No mission sounds *fixed There are some other things I would like to do too, but, as you can see my knowledge about this is very poor and there is a lot to do. I would appreciate any help! I really could use some help on this. Mission DL link: http://www.2shared.com/file/10773538/3fdd8b7/co30_ACE_Sahrani_Evo_Blue_v2Sa.html Edited January 20, 2010 by Minoza Share this post Link to post Share on other sites
Herr_kalashnikov 10 Posted January 19, 2010 Never played caa1 online, are there keys for it and what version u used ? Share this post Link to post Share on other sites
Minoza 11 Posted January 19, 2010 oops... I just realized that I asked for help in this isn't Mission editing section... I am sorry... Can you move topic there? ---------- Post added at 02:51 PM ---------- Previous post was at 02:50 PM ---------- Never played caa1 online, are there keys for it and what version u used ? Of course it has keys, and yes it is playe donline but there's not much people interested yet I guess... Maybe cause of lack of missions but I plan to change that... Well at least I hope so... Version is latest from Yoma, and one guy is still working on fixing some stuff around Sahrani (I plan to help him on that) Share this post Link to post Share on other sites
Herr_kalashnikov 10 Posted January 19, 2010 Never played caa1 online, are there keys for it and what version u used ? ps some pictures are quite big and very dark so u can't realy see anthing atleast on my work notebook Share this post Link to post Share on other sites
Minoza 11 Posted January 19, 2010 I apologize for that, they are taken in hangars.... But they don't seem that dark to me oO Share this post Link to post Share on other sites
Herr_kalashnikov 10 Posted January 19, 2010 (edited) @ home now and those pictures are fine here , nvm me :) I'm gonna try it out, thanks Edited January 19, 2010 by Herr_kalashnikov Share this post Link to post Share on other sites
Minoza 11 Posted January 19, 2010 (edited) You can DL the mission here: http://www.2shared.com/file/10773538/3fdd8b7/co30_ACE_Sahrani_Evo_Blue_v2Sa.html I am aware of mentioned issues (and I know there's no intro sound adn some other mission sounds are missing I'll fix that ASAP) but I need someone to test this on server and give me report because my squads server is going ACE in few days and I don't want to lose time waiting. Also I have no idea when my squad will put CAA1 on server if they will at all... So if there is someone running ACE and CAA1 on their server please test this mission for me and let me know what I should work on... (besides mentioned issues that I'm aware of...) This version I gave you link to has all the stuff unlocked and all weapons are in boxes for testing purposes. Later on I will probably make 2 versions - unlocked & ranked Edited January 19, 2010 by Minoza Share this post Link to post Share on other sites
eggbeast 3684 Posted January 19, 2010 yeah good job - don't count on making this stuff work quickly though - I'm on v19 of the chernarus one and still a lot to fix !! my modded evo arma 1 filesa rae in a zip here http://91.192.210.5/gits/Arma/ you might get some ideas from them about what you can do with sahrani i've downloaded yours and will take a look at it. a lot of the problems you report - i would expect. most of it is missing scripts Share this post Link to post Share on other sites
pigglywiggly 10 Posted January 19, 2010 Thanks for this Minoza. This will be on my wait list. Good luck with making the campaign sorry couldn't be of any help.:) Share this post Link to post Share on other sites
-=seany=- 5 Posted January 19, 2010 I would love to see this become popular online. Nice work. Share this post Link to post Share on other sites
Minoza 11 Posted January 19, 2010 (edited) Well thank you all!!! eggbeast you are such a good man, I know you've been working hard on Evolution itself and I appreciate all your hard work. Yes, of course, I will take a look into your files - thank you for sharing! I learn something each day! I am aware of most issues and I know how to fix some stuff hopefully your files will direct me in right way. Thank you once again! And of course I am glad to see that there is interest for this! Thank you community!! I promise I will give 200% to make good old Evo. Man I can't even count the hours I spent playing that mission... Teamwork, friendships eh... I kinda miss all that, I hope this will come to life, Sahrani is such a great island! Edited January 19, 2010 by Minoza Share this post Link to post Share on other sites
Rexxenexx 0 Posted January 19, 2010 F'n awesome man! ;) Share this post Link to post Share on other sites
Minoza 11 Posted January 20, 2010 Here's a little preview of mission at it's current state: Share this post Link to post Share on other sites
Minoza 11 Posted January 20, 2010 (edited) I don't understand why sounds aren't being played... This is sound part of Description.ext: Fixed onLoadMission=A C E E V O L U T I O N - B L U E; class Header { gameType = COOP; //DM, Team, Coop, CTI minPlayers = 1; //min # of players the mission supports maxPlayers = 30; //Max # of players the mission supports playerCountMultipleOf = 1; //Unknown }; #include "Dialogs\Common\DialogColorConstants.hpp" #include "Dialogs\DialogColorScheme.hpp" #include "Dialogs\Common\DialogControlClasses.hpp" #include "Dialogs\RecruitSoldierDialog.hpp" #include "Dialogs\Support.hpp" #include "AAHALO\mouseTracker.hpp" //#include "hpp\quickmap.hpp" #include "TeamStatusDialog\TeamStatusDialog.hpp" #include "missions\MissionSelectionDialog\MissionSelectionDialog.hpp" #include "spect\spectating.hpp" class CfgRadio { sounds[] = {}; class MAIN_par { name = "MAIN_par"; sound[] = {"null.ogg", db-40, 1.0}; title = "PARISO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_som { name = "MAIN_som"; sound[] = {"null.ogg", db-40, 1.0}; title = "SOMATO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_cay { name = "MAIN_cay"; sound[] = {"null.ogg", db-40, 1.0}; title = "CAYO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_dol { name = "MAIN_dol"; sound[] = {"null.ogg", db-40, 1.0}; title = "DOLORES IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_ort { name = "MAIN_ort"; sound[] = {"null.ogg", db-40, 1.0}; title = "ORTEGO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_cor { name = "MAIN_cor"; sound[] = {"null.ogg", db-40, 1.0}; title = "CORAZOL IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_obr { name = "MAIN_obr"; sound[] = {"null.ogg", db-40, 1.0}; title = "OBREGAN IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_bag { name = "MAIN_bag"; sound[] = {"null.ogg", db-40, 1.0}; title = "BAGANGO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_epo { name = "MAIN_epo"; sound[] = {"null.ogg", db-40, 1.0}; title = "EPONIA IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_mas { name = "MAIN_mas"; sound[] = {"null.ogg", db-40, 1.0}; title = "MASBETE IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_pit { name = "MAIN_pit"; sound[] = {"null.ogg", db-40, 1.0}; title = "PITA IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class SUB_par { name = "SUB_par"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT PARISO, GOOD WORK"; }; class SUB_som { name = "SUB_som"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT SOMATO, GOOD WORK"; }; class SUB_cay { name = "SUB_cay"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT CAYO, GOOD WORK"; }; class SUB_dol { name = "SUB_dol"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT DOLORES, GOOD WORK"; }; class SUB_obr { name = "SUB_obr"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT OBREGAN, GOOD WORK"; }; class SUB_ort { name = "SUB_ort"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT ORTEGO, GOOD WORK"; }; class SUB_cor { name = "SUB_cor"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT CORAZOL, GOOD WORK"; }; class SUB_bag { name = "SUB_bag"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT BAGANGO, GOOD WORK"; }; class SUB_epo { name = "SUB_epo"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT EPONIA, GOOD WORK"; }; class SUB_mas { name = "SUB_mas"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT MASBETE, GOOD WORK"; }; class SUB_pit { name = "SUB_pit"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT PITA, GOOD WORK"; }; class SUB_parb { name = "SUB_parb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT PARISO, GOOD WORK"; }; class SUB_somb { name = "SUB_somb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT SOMATO, GOOD WORK"; }; class SUB_cayb { name = "SUB_cayb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT CAYO, GOOD WORK"; }; class SUB_dolb { name = "SUB_dolb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT DOLORES, GOOD WORK"; }; class SUB_obrb { name = "SUB_obrb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT OBREGAN, GOOD WORK"; }; class SUB_ortb { name = "SUB_ortb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT ORTEGO, GOOD WORK"; }; class SUB_corb { name = "SUB_corb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT CORAZOL, GOOD WORK"; }; class SUB_bagb { name = "SUB_bagb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT BAGANGO, GOOD WORK"; }; class SUB_epob { name = "SUB_epob"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT EPONIA, GOOD WORK"; }; class SUB_masb { name = "SUB_masb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT MASBETE, GOOD WORK"; }; class SUB_pitb { name = "SUB_pitb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT PITA, GOOD WORK"; }; class UNIV_r07 { name = "UNIV_r07"; sound[] = {"UNIV_r07.ogg", db-40, 1.0}; title = "$STR_UNIV_r07"; }; class UNIV_rcoy { name = "UNIV_rcoy"; sound[] = {"null.ogg", db-40, 1.0}; title = "GOOD LUCK WITH THE MISSION"; }; class UNIV_mcom { name = "UNIV_mcom"; sound[] = {"goodjob.ogg", db-50, 1.0}; title = "MISSION COMPLETE, GOOD JOB!!"; }; class UNIV_asec { name = "UNIV_asec"; sound[] = {"null.ogg", db-40, 1.0}; title = "AREA SECURE, GOOD WORK"; }; class UNIV_meet { name = "UNIV_meet"; sound[] = {"null.ogg", db-40, 1.0}; title = "INFORMANT QUESTIONED, NOW ATTACK THE CAMP"; }; }; class CfgSounds { sounds[] = {none,Paycall,Recall,Firstcall,testv}; class none { name = "none"; sound[] = {"none.ogg", db-5, 1.0}; titles[] = {}; }; class Incoming { name = "Incoming"; sound[] = {"Incoming.ogg", db-5, 1.0}; titles[] = {}; }; class Hit1 { name = "Hit1"; sound[] = {"Hit1.ogg", db-5, 1.0}; titles[] = {}; }; class Hit2 { name = "Hit2"; sound[] = {"Hit2.ogg", db-5, 1.0}; titles[] = {}; }; class Hit3 { name = "Hit3"; sound[] = {"Hit3.ogg", db-5, 1.0}; titles[] = {}; }; class Paycall { name = "Paycall"; sound[] = {"Paycall.ogg", db-1, 1.0}; titles[] = {}; }; class Recall { name = "Recall"; sound[] = {"Recall.ogg", db-1, 1.0}; titles[] = {}; }; class Firstcall { name = "Firstcall"; sound[] = {"Firstcall.ogg", db-40, 1.0}; titles[] = {}; }; class testv { name = "testv"; sound[] = {"\ca\sounds\missions\brian\UNIV_v63.ogg", db-05, 1.0}; titles[] = {0, "Theheh"}; }; }; class CfgEnvSounds { sounds[] = {War,Disco}; class none { name = "none"; sound[] = {"", db-10, 1.0}; titles[] = {}; }; class War { name = "War"; sound[] = {"aawar.ogg", db-10, 1.0}; titles[] = {}; }; class Disco { name = "Discos"; sound[] = {"Disco.ogg", db-11, 1.0}; titles[] = {}; }; }; And I have following sounds in Sounds folder: aawar, disco, goodjob, incoming, Paycall, Recall But none of sound is played in mission... Neither intro or any other... fixed ---------- Post added at 05:18 PM ---------- Previous post was at 04:06 PM ---------- Got the vehicle position/status reporting on map working! Still no joy on sounds... Can't figure out what's the problem... fixed Edited January 20, 2010 by Minoza Share this post Link to post Share on other sites
Herr_kalashnikov 10 Posted January 20, 2010 I had familiar problems with converting A1/OFP missions, it seems Arma2 needs a relative path definition to.... class Firstcall { name = "Firstcall"; sound[] = {"\sounds\Firstcall.ogg", db-40, 1.0}; titles[] = {}; }; Hope it helps :) Share this post Link to post Share on other sites
Minoza 11 Posted January 20, 2010 Herr kalashnikov... how can I thank you enough?! :bounce3: If huging man weren't so gay I'd probably hug you right now! In a non-gay way :D Thank you thank you thank you ---------- Post added at 06:27 PM ---------- Previous post was at 05:46 PM ---------- Heh... one problem after another... lol Anyways, since I got damage/status/position reporting of vehicles on map I've noticed that some vehicles don't get reported... In all 3 cases those were ACE vehicles while 3 other non ACE vehicles got reported like they should... This is script for reporting and it is executed in mission init: if (not (local server)) exitwith {}; _time = 1+(random 1); sleep _time; vscripts=vscripts+1; _vcl = _this select 0; _class = _this select 1; _name = _this select 2; _oldpos = _this select 3; _died = false; _vclm = format ["%1", _vcl]; _rmess = format [localize "EVO_043", _name]; _vcl2=objNull; _markerobj = createMarker[_vclm,[getpos _vcl select 0,getpos _vcl select 1]]; _markerobj setMarkerColor "ColorRed"; _markerobj setMarkerType "join"; _markerobj setMarkerSize [0.0, 0.0]; _rtime = 0; EVO_Frew = { //if(_vcl == testcar) then {hint format["%1",_died, fuel _vcl]}; if(_died and (damage _vcl) == 0) then { if (_vcl in list reng1) then { epoint = eng1; publicVariable "epoint"; }; if (_vcl in list reng2) then { epoint = eng2; publicVariable "epoint"; }; if (_vcl in list reng3) then { epoint = eng3; publicVariable "epoint"; }; if (_vcl in list reng4) then { epoint = eng4; publicVariable "epoint"; }; _died = false; _rtime = time+600; } }; for [{_mloop=0}, {_mloop<1}, {_mloop=_mloop}] do { for [{_sloop=0}, {_sloop<1}, {_sloop=_sloop}] do { deleteMarker _markerobj; if (not (_vcl in list airportin) and (count crew _vcl) == 0 and (alive _vcl)) then { _markerobj = createMarker[_vclm,[getpos _vcl select 0,getpos _vcl select 1]]; _markerobj setMarkerText format ["%1", _name]; if (fuel _vcl == 0) then { _markerobj setMarkerText format ["%1 needs repair", _name]; } else { _markerobj setMarkerText format ["%1", _name]; }; _markerobj setMarkerColor "ColorBlue"; _markerobj setMarkerType "join"; _markerobj setMarkerSize [0.5, 0.5]; }; for [{_dloop=0}, {_dloop<1}, {_dloop=_dloop}] do { sleep _time; [] call EVO_Frew; if (not (alive _vcl)) then {_dloop=1}; if (not (_vcl in list airportin) and count (crew _vcl) == 0) then {_dloop=1}; if(_died and (fuel _vcl) > 0) then {_dloop=1}; }; _ntime = time+600; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep _time; [] call EVO_Frew; if (not (alive _vcl)) then {_loop=1}; if (not (_vcl in list airportin) and count (crew _vcl) == 0 and (fuel _vcl > 0)) then {_loop=1}; if (time > _ntime) then {_loop=1}; if(_died and (fuel _vcl) > 0) then {_loop=1}; }; if (not (alive _vcl)) then {_sloop=1}; //hint ""; sleep 10.0; //hint format ["loop %1 %2 %3",(count crew _vcl),(alive _vcl),(fuel _vcl)]; }; sleep 10.0; _respawnpoint = position _vcl; _posasl = getPosASL _vcl; _azimut = direction _vcl; // _vclname = vehiclevarname _vcl; // _vcltype = typeof _vcl; if (_posasl select 2 < 1.0) then { //hint format["%1 z",_respawnpoint select 2]; sleep 3200.0; _vcl removealleventhandlers "killed"; _vcl removealleventhandlers "getout"; _vcl removealleventhandlers "getin"; _vcl removealleventhandlers "IncomingMissile"; deleteVehicle _vcl; sleep 5.0; _vcl2 = _class createVehicle [10000+(random 1000),10000+(random 1000),0]; // _vcl2 setVehicleVarName _vclname; _vcl2 setpos _oldpos; _vcl2 setdir 0.0; } else { _vcl2 = _class createVehicle [10000+(random 1000),10000+(random 1000),0]; //_vcl2 setpos [0+(random 1000),0+(random 1000),-10]; // _vcl2 setVehicleVarName _vclname; _vcl2 setfuel 0; sleep 1.0; _vcl setpos [0+(random 1000),0+(random 1000),-10]; _vcl2 setpos [(_respawnpoint select 0),(_respawnpoint select 1),(_respawnpoint select 2)+2]; _vcl2 setdir _azimut; _vcl2 setdammage 0.60; _vcl removealleventhandlers "killed"; _vcl removealleventhandlers "getout"; _vcl removealleventhandlers "getin"; _vcl removealleventhandlers "IncomingMissile"; if(time > _rtime) then {_died = true}; deleteVehicle _vcl; }; _vcl = _vcl2; }; Anyone knows what could be a cause to this problem? Also I still haven't got an opportunity to test this on server... I guess no one is willing to do that... Share this post Link to post Share on other sites
eggbeast 3684 Posted January 20, 2010 i could help but we'll need to be on at the same time i use xfire - eggbeast is my handle on that Share this post Link to post Share on other sites
Minoza 11 Posted January 20, 2010 Thank you! I've added you. Share this post Link to post Share on other sites
pigglywiggly 10 Posted January 23, 2010 Hi, Minoza how do I start CAA1 with ACE? I can't seem to get it to start? Also is Mando Missile compatible with This mission? Share this post Link to post Share on other sites
Rexxenexx 0 Posted January 23, 2010 I'm gonna update my dedicated server then try it out. I saw a script error locally. I'll give some details after I try on the server. Share this post Link to post Share on other sites
Minoza 11 Posted January 23, 2010 @pigglywiggly Haven't tried since ACE is gonna use it's own system in future. But it shouldn't cause any trouble as long as it is compatible with ACE. And afaik it is. @Rexxenexx Thank you very much! Please, if something goes wrong just let me know and I'll fix it. Detailed report would be great so that I know what I shoud work on. Feel free to make suggestions. What's your server? I would like to join. :D *edit Btw... I still didn't put link to new version where some stuff is fixed, I apologize for that... So some of the things may have been solved already... ---------- Post added at 11:50 PM ---------- Previous post was at 11:32 PM ---------- I'm working on fixing some stuff atm so once I get that done, and once I get report from Rexxenexx I will put newer version up. Share this post Link to post Share on other sites
Rexxenexx 0 Posted January 24, 2010 The server is " Southern California Server". It's not up 24/7 though. But I'm going to play it now. So far I've seen ACE related errors, nothing you can do about it until they fix it, where it doesn't say the initiating script just the error caused by the ACE script. Like XHE_Init-something-.sqf at the start of the mission, no line reference. Starting the server up now... Share this post Link to post Share on other sites
Minoza 11 Posted January 24, 2010 Great. Besides usual broken stuff etc. I would also like to hear AI suggestions. If there is something wrong with them or if you guys would like something about them to be different... Also, I am aware of bmp.p3d problem, I think it's only class name issue, not sure though. I'm guessing it's classname got changed from A1 to A2 ACE and mission still uses old name. I'll see into it once I got ''bigger'' problems solved. Share this post Link to post Share on other sites
Rexxenexx 0 Posted January 29, 2010 Minoza, post the new version if you can, or email it to me. I'm going to run the server tonight or Sat/Sun. Share this post Link to post Share on other sites
Minoza 11 Posted January 29, 2010 Sure, I need to get in contact with eggbeast (hopefully I'll catch him on Xfire) because he told me he can help me solving some issues. I apologize if I don't make it today, but I will try to do it until Sat. Again, thank you for your help! I appreciate! Share this post Link to post Share on other sites