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#1 Posted at 2010-01-28 18:30        
     
I hope it's okay to make a new post in this section so I can update things... Well The past 4 days I've been Working on 3 to 5 Different Warfare missions for the ACE Island pack and I recently submitted one about 2 days ago for the Ace Island pack and QG. I'm going to upload 2 more that I've been working on to filefront. I'm just not finish yet though so there basicly in Beta form. I still have to tweak them a bit and I'm going to release an update for the Torment Valley map so the Infantry AI won't get stuck on the upper Island. As soon as I do a few more test they should be ready...

Note: All maps are 32 player Warfare game modes!

ACE Island Skye Warfare 1.1b 32 - FlyEd V4b#1 1/27/2010 (Very playable & stable; I want to add a few more things though...)
http://www.filefront.com/15446641/Warfare32_V11beta_FlyEd_V4b.ACE_Island_skye.pbo

Island Porto (Queen's Gambit) - Warfare ADV 1.31 - (Mercenaries[West] Vs. Partisans[East]) 5/1/2011 http://www.gamefront.com/files/20285580/WarfareADV1.31-MvsP-0.9-Pack-Porto.rar <- Version 0.9 Re-Uploaded!

Ace Island Torment Vally Warfare 1.1b 32 - FlyEd V4b#2 1/28/2010 (Soon to be in its final stages, I just need to run some testing and tweaking)
http://www.filefront.com/15446671/Warfare32_V11beta_FlyEd_V4b.ACE_Island_torment_valley.pbo

Note: Regardless of the topic title I think I should of moved this to a new topic...

EDIT: I'm going to be testing the missions for now, when I'm done I'll submit the new ones to the Armaholic download section.

UPDATE! (1/31/2010): I'll definitely be releasing the next pack for the Porto mission pack which will make some changes to game-play a bit and fix a few things. The supply to money rate has been boosted from 2 to 2.5 and I made the the AI a bit quicker when using AI Teams. I removed the AI's use of Air teams (They sucked) plus porto is a very small Island anyway. Your better off using Heavy and Light Weapons.

Regardless in city fights are still very intense. I'll be adding Timed hand Grenades to the Weapons list. I think I have a way to add the 6G30 ammo for the West side too; so I'll be testing that out too.

Flyed V4 is almost ready soon your Infantry AI Teams won't have trouble crossing over water. I just want to run a few more test. I'll try to add AI Plane support too when I cover everything else. When I'm done porting Warfare FlyEd V4 (and up?) to more than half the ACE Island maps I'll move on to ARMA 2.

From Previous Warfare Invasion 1944 thread:
[UPDATED 05/01/2011 5:24AM EST]
*REUPLOADED*
[UPDATE 05/01/2011 5:10PM]
Holy Cow! I didn't know I'd be back re-uploading this file again. I think the original download became corrupted during file front's big switch. Anyways I'm still modding, Just not for ARMA or ARMA 2. I do own ARMA 2 CO, BAF, & PMC content. Though I've been too busy making a new huge mod for Mount & Blade Warband.

Here's the ModDB Page and Sub-Forum Links to my current mod for Warband:
http://forums.taleworlds.com/index.php/board,205.0.html
http://www.moddb.com/mods/sword-of-damocles-warlords

If you have any questions you can always find me on Tale-Worlds forum ModDB & Steam.
The name for each on is all the same"Computica"
Have Fun!

Comp-out

Warfare 1944 1.5 Final has been released! Get it here:
http://www.mediafire.com/?5minljxrfd8pmnc

This time I added 2 separate uploads just in case one of them fails. I hope someone makes an updated Warfare mission for the ARMA 2 CO I44 CO...

!YOU MUST DELETE/REMOVE THE "I44_BASE_EDITOR.PBO", "I44_BASE_UI.PBO" AND BOTH SERVER KEYS FOUND IN THE "@I44" ADDONS FOLDER TO MAKE WARFARE MISSIONS POSSIBLE!

New Features:
-AI will buy planes from the Aircraft Factory so expect major WW2 air battles. (Works Flawlessly)
-Fixed the Spawning of Manned Planes so they spawn about 200ft above you. (Works Flawlessly)
-Put in a well done list of 8 men based AI Teams for you and the commander to choose from.
-East and West Officers will now be correctly targeted as friendly or Hostile. (Improved V1.5 Final)
-All Errors should be fixed!
-Officers were the main issue so I added them to barracks since Warfare is based on BIA based units.
-Added a Challenge Mode for Omaha Beach, It really turns gameplay around for the players. AI will have an advantage over you because they have money to use. Weapons are more expensive so It forces you to use cheaper weapons. Income has also been greatly reduced. French Resistance has their skills upped so have the East and West sides. More Resistance in Challenge mode also.



[UPDATE 02/10/2010 1:28PM]
I might still have an issue where Officers (Team/Squad Leaders) are not being targeted By East and West base forces. I noticed officers will walk right into an enemy base by themselves and every AI unit would ignore them. That's why you might see a lot of lone officers.

Omaha Beach is done and the setup is pretty well done.

Planes and Air to Air fights work great! The battles and the bombing is very good! I've also been removing vehicles which the AI has been having troubles using like the German Half-tracks. Lots of the vehicles are just half-baked :P. Like I found out I couldn't get into and US Airplane after spawning it :P. It doesn't matter though, Buying the planes so that the AI can fly them are better.

This is my last release unfortunately, if any of the admins want to post this mission in the download section they can. It's as best as I can get the mod/mission to be.

Computica

Your pretty late with the bumping thing... These threads are pretty old and I'm pretty sure no one would even notice that I updated the files unless I bumped them. It has been a long while since I've been here though. I'd think that you would see the logic in that unless you'd want me to start a whole new topic??? ..."Moderator Trainee"... Oh, I see...

Comp-out

Man you need to grow up... I'm actually a moderator myself; but I don't go around editing everyone's post and sticking my ban hammer in everyone's face while using smiley emoticons, geez give me a break, your being a buzz kill...
;-) Watch me work trainee:
http://forums.taleworlds.com/index.php/board,205.0.html
Lay down the rules and let the people breath, no wonder why no one comes here anymore...

This post was edited by Computica (2013-01-06 18:27, ago)


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#2 Posted at 2010-01-28 18:42        
     
Can't u make a warfare pack instead of 3-5 missions?

I mean, if i can prepare a unique page for all missions packed together.


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#3 Posted at 2010-01-28 18:43        
     
LOL! sure Big I will the next release will have 3-4 Warfare Islands in it. I don't think I'll submit the Porto map though...

EDIT 1/29/2010:
I just released the Porto mission pack. I said I wasn't going to finish it but I did. I would like some feedback on it as soon as possible to touch up any balancing issues...

This post was edited by Computica (2010-01-29 09:40, ago)


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#4 Posted at 2010-02-02 11:47        
     
I get this error here:

rType = _soldierType};

_leader = _team CreateUnit [_leaderType,_position,[],0.5,"FORM"];
expected string, any

something like that (pops up every 5 minutes or so)...

It's in my AI_TownDefense.sqf you feel like taking a look at it?

Which mission specifically though? You have a few. :D


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#5 Posted at 2010-02-04 10:54        
     
I found out why it says that.

Its if you change the units in the baracks, for either side. It uses those specific type of classname throughout the game, its wired through many sqf/sqs files. So thats why it says that because it lacks the unit.


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#6 Posted at 2010-02-04 13:56        
     
I had a whole message written and I Replied without being logged in :(( Anyways I pretty much thought that was the problem from the AI Defense Teams. The Base Defense works fine but I left the Town Defense Teams with infantry only this time, so I'll see what I get. I'll send you the Warfare map when I get the rest of my failed "experiments" out of it :P


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#7 Posted at 2010-02-04 20:56        
     
What I mend was though throughout the scripts, not only or nothing to do with the AI_TownDefense.sqf. That only defines the RACS.

I mend the two teams, west and east. Its both scripted through the client and server side.

To fix it you probably have to set it back to a few units, probably the crew and pilot are most important. And used the most.
But also the standard soldier, on both sides.

But in any case, which mission specifically were you referring to? I'll check. Lets see if we can make it work. :D


But I have a question. About the biggamehunter v128 version.
How did you do that 64 team ai on each side? Because just adding it in the editor for example and InitMission.sqf gives always an error of the last ai, 64, and on the other team exactly at the time the commander is selected.


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#8 Posted at 2010-02-05 16:30        
     
fdnnet : What I mend was though throughout the scripts, not only or nothing to do with the AI_TownDefense.sqf. That only defines the RACS.

I mend the two teams, west and east. Its both scripted through the client and server side.

To fix it you probably have to set it back to a few units, probably the crew and pilot are most important. And used the most.
But also the standard soldier, on both sides.
Yes I know the error had to do with the East & West Town Defense teams, the error would always roll around during that time.

fdnnet : But in any case, which mission specifically were you referring to? I'll check. Lets see if we can make it work. :D
Right now let's not dwell on it. I got something better! Get the Invasion 1944 D-day 1.1 mod, when you install it remove the "i44_base_editor.pbo" and server key found in the "@I44" (Delete or save it, just remove it from your Addons folder!) Then download this and put it in you MPmissions: (hold up)(I still have to setup the AI Teams)(Its Extremely experimental right now cause I need mostly price changes balance stuff and other things are not ready!)

http://www.filefront.com/15509523/Warfare_1944_V1E.zip (OLD)
http://www.filefront.com/15509817/Warfare_1944_V1E2.zip (Butt load of fixes :P) (OLD)
http://www.filefront.com/15510311/Warfare_1944_V1E3.zip (The Final Test Version Now it's playable. I44 blocked a lot of original BIS Addons to make I44 seem more like a Standalone mod.)

--(New Version coming soon! Adjusted weapon Prices, Greater French Men (Resistance) Skills, Better AI Teams, Improved Defense Prices, and Barrack Prices (East & West). Removed all the incomplete Vehicles and one tank that constantly showed errors. I fixed FF Studios Bf109 1.01 addon.)



I could use your help to fix any of the create unit error messages.


100% of all (Playable [non-static]) Vehicles and Weapons should be in the Warfare mode. The Game will run like it's supposed to but It'll show create unit errors which I need to track down.

http://www.armaholic.com/forums.php?m=posts&q=9600 (Main update thread 02/07/2010)

fdnnet : But I have a question. About the biggamehunter v128 version.
How did you do that 64 team ai on each side? Because just adding it in the editor for example and InitMission.sqf gives always an error of the last ai, 64, and on the other team exactly at the time the commander is selected.
:) This is the first time I've been asked about that mission before! Well It's really easy to do, or very time consuming. If you look directly inside of the mission.sqm file you'll see the Playable AI amount has been extended ALL THE WAY TO 64 on each team. At the time I didn't know much about Arma and how to work it, but I always new how code worked. I manually edited the mission.sqm file (Which took a hella long time [Thank God for copy, paste, cut, and replace!]) But you can easily implement that the easy way by following this method.

1: Open the Warfare game mode you want (Plain 1.1b for instance) and copy (double) the grouped east and west teams. Make sure you set them to playable, then name the new ones accordingly: WestSlot17, WestSlot18, WestSlot19... WestSlot32, etc.

Do the same for the east side!

2: Here's the more tricky part but nothing a little copy and replace can't solve. Open your "InitMission.sqf" go to where it says:
//Advanced squads
eastTeams = [Group EastSlot1,...,Group EastSlot16];
&
eastSlots = [vehicleVarName EastSlot1,...,vehicleVarName EastSlot16];

All you have to do is extend this all the way to the number of max units you want on each. so If it was 32 players on each side to make 64 both east and west should have 32 slots. If you have done one row of east just copy to another notepad document and replace east with west.

That's all I think you need to do.

I went all the way to 128 for the hell of it, warfare was really a Huge war after that...

This post was edited by Computica (2010-02-07 18:21, ago)


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#9 Posted at 2010-02-06 21:22        
     
I can't find the error yet. I did find that its missing an original crew or only crew member. I saw 2 tank crews and all that but not the original "WCREW" for example.

The weapons though are horrible. Can't shoot, can't hit and the recoil is crazy. :D


Yes I tried that with the 128 but it always gives that error at the start. But nvm.


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#10 Posted at 2010-02-06 21:24        
     
Aww man I got to leave for work dagnabit! be back on the forums in 6-7 hours ok?


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#11 Posted at 2010-02-06 22:29        
     
Sure.

Btw I thought to remove the town defense teams if they cause the problem.


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#12 Posted at 2010-02-07 05:25        
     
Ok I'm back; Which warfare mod have you played so far?

fdnnet : I can't find the error yet. I did find that its missing an original crew or only crew member. I saw 2 tank crews and all that but not the original "WCREW" for example.

The weapons though are horrible. Can't shoot, can't hit and the recoil is crazy. :D


Yes I tried that with the 128 but it always gives that error at the start. But nvm.

You were talking about the Warfare 1944 mod right? Explain what you mean by the original "WCREW"; because I just changed the units and left the original variables so I won't mess with any tied scripts or functions. I also made new ones for the Warfare 1944 mod. It might be the AI Teams Config that begins the error. I'm going to revise the AI teams config file.


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#13 Posted at 2010-02-07 11:26        
     
Yea the I44 mod. I downloaded the third mission, which said final but than later when I wanted to download it again it was gone. So than I took the one from your topic, the warfare I44 topic.

And what I mend was that I could find the original WPILOT, in the baracks, but not the WCREW. In the "_v" code which stands for the BaracksName and that is what is used elsewhere to buy it. It uses always the _v not the name or classname usually. But anyway you probably knew that. The point is, it was missing. :P

I also had teh same error in one of my warfares a long time ago. Don't remember what it was though. Unfortunately. :)


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#14 Posted at 2010-02-07 18:20        
     
I actually have it right here:
_v = _v + ["WCREW"]
_u = _u + ["I44_Man_A_Army_Crew_M1911A1"]
_d = _d + [Localize "STR_DN_Man_A_Crew_M1911A1"]
_c = _c + [50]
_t = _t + [2]
_p = _p + [2]
_i = _i + ["\Ca\characters\data\Ico\i_null_CA.paa"]

Here's the latetest version of Warfare 1944:
http://www.armaholic.com/forums.php?m=posts&q=9600

I'll PM you everything else though I need to make the rest of the AI Teams. Tell me how you like the game, I could use suggestions.

EDIT: I going to update all my Warfare missions with new fixes and continue on making Warfare maps for the rest of the ACE Island Pack.

This post was edited by Computica (2010-02-09 02:17, ago)


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#15 Posted at 2011-05-01 10:54        
     
*Bump*
I uploaded the latest version of the Porto package from 0.7 to 0.9; I'm sorry that the other stuff is missing.


[edit]
Anyways, try out the Warfare missions tell me what you think, If you want me to release more of the Warfare Missions for the ACE Islands I can do that too. You guys have fun moderating, just don't get too crazy on the new people.

Comp-out

This post was edited by Computica (2013-01-05 19:36, ago)