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I rather make a non-ACE version then an ACE version after. It's easier to convert from non-ACE to ACE than the other way around.

Is it possible to make a mission with MCC and then make it not required MCC? I didn't remember that being possible, but I don't know.
I kinda had my heart set on making it use ACE like PMC Versus does . . .

As to the using MCC: according to Delta 99 you cannot even save MCC made missions exactly.

http://forums.bistudio.com/showthread.ph...ost2394192

Quote:You can't make a mission with this mod or at least not in the manner that you are asking. Basically you can create missions on the fly in real-time but they can't be saved to regular mission format that you can then edit with the editor or anything else. There is save/load functionality but only within the console itself.
I don't understand how how you see MCC fit into such a project. If I understand the concept behind MCC, it something one uses when he doesn't want to play a structured mission, and that's the opposite of what you are trying to achieve here. 
Hmmmm, I had the impression it was also a tool to make mission making _easy_. But yeah, now that I got the basics, and the facility/permission to de-pbo a few of the master's works, maybe I don't need training wheels like I imagine MCC offering  Tongue

I think I'm in the process of changing my plans slightly, mainly because (a) the idea of doing the late 1970s early 1980s Afghan-Soviet conflict is too appealing and (b) according to Wolle using ACE with CWR2 might cause problems.

I guess the main thing that CWR2 would add is: early era uniforms and weapons, which is a pretty big deal in the sense that it creates the atmosphere.
I'm not entirely sure CWR2 will be perfect to you, because the Russian units use greenish camouflaged uniforms. Maybe it's not that of a big deal, that's for you to decide, but is there a desert camos Russian addon? Maybe even with desert Soviet era tanks?

I wouldn't worry about the small arms, as even in the vanilla game there is stuff that is dated back to the 80's.
ACE seems to have desert Russkies so that is one plus for it. It sounds like, for purposes of modeling 1985 (which seems to be the earliest date settable at least in the in game GUI) I might not gain that much from using CWR2.

I've been reading up about the Soviet-Afghan war a bit today . . . what a terrible war. Amazing how much damage it did to Afghanistan.

Still, sounds like it is perfect for Arma missions:

Quote:The mujahideen favoured sabotage operations. The more common types of sabotage included damaging power lines, knocking out pipelines and radio stations, blowing up government office buildings, air terminals, hotels, cinemas, and so on. From 1985 through 1987, an average of over 600 "terrorist acts" a year were recorded. In the border region with Pakistan, the mujahideen would often launch 800 rockets per day. Between April 1985 and January 1987, they carried out over 23,500 shelling attacks on government targets. The mujahideen surveyed firing positions that they normally located near villages within the range of Soviet artillery posts, putting the villagers in danger of death from Soviet retaliation. The mujahideen used land mines heavily. Often, they would enlist the services of the local inhabitants, even children.

They concentrated on both civilian and military targets, knocking out bridges, closing major roads, attacking convoys, disrupting the electric power system and industrial production, and attacking police stations and Soviet military installations and air bases. They assassinated government officials and PDPA members, and laid siege to small rural outposts. In March 1982, a bomb exploded at the Ministry of Education, damaging several buildings. In the same month, a widespread power failure darkened Kabul when a pylon on the transmission line from the Naghlu power station was blown up. In June 1982 a column of about 1,000 young communist party members sent out to work in the Panjshir valley were ambushed within 30 km of Kabul, with heavy loss of life. On September 4, 1985, insurgents shot down a domestic Bakhtar Airlines plane as it took off from Kandahar airport, killing all 52 people aboard.

Mujahideen groups used for assassination had three to five men in each. After they received their mission to kill certain government officials, they busied themselves with studying his pattern of life and its details and then selecting the method of fulfilling their established mission. They practiced shooting at automobiles, shooting out of automobiles, laying mines in government accommodation or houses, using poison, and rigging explosive charges in transport.
Okee dokee. Here is an 'alpha' version of the first Mujahideen mission "co05_ace_Sheerai_Veffudahr.Takistan."

Look forward to testing it with five humans and making any necessary adjustments.
ADDIT: I suspect the problem is that I right-clicked and created a .pbo of the mission folder instead of "exporting to multiplayer" in the Editor.

(05-29-2013, 05:56 PM)Anthropoid link Wrote: [ -> ]Okee dokee. Here is an 'alpha' version of the first Mujahideen mission "co05_ace_Sheerai_Veffudahr.Takistan."

Look forward to testing it with five humans and making any necessary adjustments.

Viktor and I play tested it on the server a bit tonight. Not sure about balance. With only two humans we were not successful in finishing the mission. A playtest with five humans is probably necessary to get the balance just right, but I tend to think it is good as it is (at least by standards of a Sander mission).

More concerningly is that a few triggers, sidechats, etc., didn't work quite right.

1. Every single enemy soldier has a custom loadout using:

this = [null] execVM "loadoutRURFL.sqf

type of command in his Initialization cell. In efforts to give it a bit of a low tech feel, all weapons in the game are pre-1974 eastern weapons, with AKM, SKS, AKM_GL being most common. When we played it, all the Russian soldiers had their default weapons (mostly AK-74s). Not sure why this would happen. Victor seemed to think it might have to do with not having put the custom loadouts directly into the soldiers Initialization cell and instead having it call to a .sqf file in the same directory. Certainly in testing on a locally hosted LAN game, and in a session hosted on my machine, these custom loadouts ran fine.

Appreciate any suggestions on how to fix this so it works properly in the true coop dedi server environment.

2. Also related to coding things for dedi server use, there were issues with sidechats not showing for all players, with events triggering when their conditions did not actually seem to have occurred, and also with events NOT triggering when their events did seem to occur.

I will probably play the version that is uploaded to the server by myself a bit more just so I can take careful notes on everything that is not working right. But I appreciate any help or suggestions anyone might have on how to teach myself to script so that these issues don't occur.
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