Hi, thanks for your reply,
I know about the order in the parameters, im asking in the default order without changing the parameters, whats the exact order of city by city, as I had ported the mission over to Takistan, i know the first city, but after that i dont know.
So by MT marker number I need to know the order in terms of marker number.
In d_init.sqf search lines about: GVAR(maintargets_list)
Each number in arrays'GVAR(maintargets_list) represents the number of the logic located near a name of a city on the map.
ex:
case 90: {GVAR(maintargets_list) = [6,14,5,17,18,0,13,19,1,7,16,2,12,11,8,10,9,4,15,3,20]};
I see the list in the init file as you stated, and in the editor, i see the markers for the main target and their numbers that corresponds to the list.
However what I need to know is without changing the default parameters for the main targets, if i were to just jump in the game and play what list or case is default?
I know the first main target is 6 but which case is the mission using by default, case 50, or case 90?
case 50: {GVAR(maintargets_list) = [6,14,17,18,0,13,19]};
case 90: {GVAR(maintargets_list) = [6,14,5,17,18,0,13,19,1,7,16,2,12,11,8,10,9,4,15,3,20]};
I think from looking at the mission in the ediotr and seeing all the other targets which exceeds the case 50 list, it looks as if its case 90:
case 90: {GVAR(maintargets_list) = [6,14,5,17,18,0,13,19,1,7,16,2,12,11,8,10,9,4,15,3,20]};
is this correct?
This post was edited by Günter Severloh (2012-04-29 06:02, ago)
this code in the description.ext dont seem to work ingame:
class GVAR(MTTowerSatchelsOnly) {
title = "MT Tower Satchels only:";
values[] = {0,1};
default = 0;
texts[] = {"Yes","No"};
My buddy and I tried to blowup the tower with satchels, and nothing happened, we tried several times, with various satchels, and it would not go down, is there something special we need to use?
>> Porting Domination to any other RV Engine game except ArmA 2, Operation Arrowhead (Combined Operations), Take On Helicopters or any non RV Engine game is NOT allowed!
This also includes ArmA 3, no porting to A3 allowed!!! Xeno <<
This post was edited by Titi (2012-07-11 09:45, ago)
Hello Titi, I was wondering where the scripts are of the AI's on the base? I was trying to remove the Allied AI's from parameters but there isn't an option. I run one of the largest Arma2 Invasion 1944 servers and we experience lag after about 30-40 people and all the AI's don't help that. Removing them wont effect game play if were under attack we can handle that with human players no need base Base AI's defending. Plus the AI's are always doing weird things at base like crashing half tracks into buildings and just mounting a vehicle and sitting there with the engine running.
Myself, 82nd AB, and all our public community players will greatly appreciate us making an effort to remove Base AI's. Hope to hear back from you.
Kind Regards,
David Bardess
Modedit: Advertising removed from your post. We have an advertising section for such!
This post was edited by Foxhound (2012-08-14 15:46, ago)
http://www.82ndairborne.us 1st Lt D. Bardess
Realism Reenactment Role-Play
Easy Company Executive Officer
#Rygar1972 :
Will be in the next Version the AI Spawn Bug be fixed.
I mean , when i die or the AI that i recruited dies , i can´t recruit new one.
True thx for the info.
I've just made a test with a little change and i'am always able to recruit even if i die :)
(problem of addaction witch deseapears, dislike tent i suppose)
This post was edited by Titi (2012-08-23 23:14, ago)