R-War a C.T.I. New Mod. Updated 22/07/2009]

questions and answer about OFP/ArmA editing

R-War a C.T.I. New Mod. Updated 22/07/2009]

Postby LtJP » Mon Jul 13, 2009 7:32 am

As I posted on another note, I have begun to develop a new CTI for OFP.
I had thought about creating this Note later because i sincerely believed that it would cost me much more to have something developed to show to you people, but it seems that to my joy, i may develop a first and basic version in just over 2 weeks. :mrgreen: 8)

The characteristics of this new CTI will be:

>> Races: Imperial Guard, Chaos, Orks.(Addons 100% Complete from the Wh40k Mod)
>> Buy platoon of troops, not by individual units (100% done)
>> The base is already built. (100% done)
>> Buy upgrade defenses for the base that will be installed automatically. (0% done)
>> New Islands (Currently 1 complete and another island in developing) (70% done)
>> New Victory Conditions (Kill the Commander 0% done)
>> Supply line. You start with few supplies, unlock the supply way to the convoy and began to receive reinforcements (80% done)
>> Limited amunition. When supply route cleared, you receive ammunition whit the reinforcements. (40% done)
>> Single Player missions whit save option.
>> And other features to come !!!
>> Enemys Patrols (100% done)

Downloads Section

>> Beta Mission Pack not released yet (First Beta release date -Saturday 25/07/2009)

>> Addons Need Warhammer 40K Get It Here: http://s1.zetaboards.com/OFPWH40K/index/

And now I leave you some screens of the Imperial Guard Base and the screen to buy the platoons.

Image

Here the screen to buy platoons
Image

The supplie depo and the APC from the Supplie Convoy
Image

A enemy town
Image

Your base
Image

Image

Image

The blue points represent the supplie route
Image

(22/07/2009) - Added a system of patrols and reinforcements making it necessary to fight hard for every inch of ground.
Temple of Chaos.
From here, a priest of Chaos summon infernal troops. To stop the summoning of troops will be necessary to kill the priest.
Image

The Priest
This is one of the goals to overcome in order to gain ground.
Image

Patrol enemy lines
Image
Last edited by LtJP on Wed Jul 22, 2009 2:17 pm, edited 15 times in total.
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Re: R-War a C.T.I. New Mod.

Postby rundll.exe » Mon Jul 13, 2009 11:04 am

Looks pretty cool, but is it based on crCTI or completely new?
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Re: R-War a C.T.I. New Mod.

Postby LtJP » Mon Jul 13, 2009 2:24 pm

It is 100% new CTI mod, but i plan to replicate most of the orders options to the AI of the crCTI.
Especially one of my intentions is well documented the mod to make easy for anyone modify it and use it with other units.
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Re: R-War a C.T.I. New Mod.

Postby Trooper » Mon Jul 13, 2009 3:22 pm

looks cool [abravo]
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Re: R-War a C.T.I. New Mod. Updated [13/07/2009]

Postby comrade12 » Wed Jul 15, 2009 4:59 am

DUDE! Looks really interesting.
It cool cti!

Lets see we got mfcti, crcti, doolittle cti.

What are u going to name ur cti?

I like the fact that the base is already prebuilt.
I presume the base is walled all around?

Really cool, looking forward to testing or playing it!
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Re: R-War a C.T.I. New Mod. Updated [13/07/2009]

Postby LtJP » Thu Jul 16, 2009 3:16 am

Hi guys.

The article is updated with new information and screenshots. If you have any suggestions please share :D ;)
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Re: R-War a C.T.I. New Mod. Updated [13/07/2009]

Postby LtJP » Thu Jul 16, 2009 3:22 am

comrade12 wrote:Lets see we got mfcti, crcti, doolittle cti.
What are u going to name ur cti?


Hi man. As you can see in the screenshot the base is full walled.

I do not have a clear name. I want their name reflects the type of strategy needed to play and this it will clear when completed.

;)
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Re: R-War a C.T.I. New Mod. Updated [13/07/2009]

Postby comrade12 » Thu Jul 16, 2009 5:08 am

With the supply lines and such it would be very strategic.

If your adding supply lines why not thrown in a way to simulate frontlines.
Like when a town or area is taken over the frontlines shift towards your side.
Like my squad takes a town and when I look on the map i would see the terrirtory has shifted.
You could use boundaries and make them red or blue to simulate the lines of bounderies.
It would be more organized IMO.

These are just ideas.

U could call it LT.Pcti or something lol
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Re: R-War a C.T.I. New Mod. Updated [17/07/2009]

Postby Migel » Fri Jul 17, 2009 2:04 am

Looks astounding ;)
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Re: R-War a C.T.I. New Mod. Updated [17/07/2009]

Postby LtJP » Sun Jul 19, 2009 7:58 pm

someone knows how to build vehicles with his crew. I have some problem whit this. I create the vehicles but i can put crew in.
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Re: R-War a C.T.I. New Mod. Updated [17/07/2009]

Postby rundll.exe » Sun Jul 19, 2009 8:11 pm

you cant do that in one command, so you have to create the crew at a distant location ([0,0,0] usually works) and do a moveindriver etc for each crew.
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Re: R-War a C.T.I. New Mod. Updated [17/07/2009]

Postby LtJP » Mon Jul 20, 2009 4:27 pm

This is part of the procedure that creates units. First i build the vehicle, Then i built the unit and assigned as the crew. But the code dont work. The vehicle and the crew are create but the crew is not in the vehicle.

Code: Select all
   
        arrElement = (PlatoonToBuy select PlatoonIndex)
   vUnitType = (arrElement select 0)
   vUnit = (arrElement select 1)
   vCrew = (arrElement select 2)
   
   ; Create soldiers of the platon
   ; -----------------------------   
   ? (vUnitType == 1) : vUnit createUnit [getMarkerPos "WestBarracks", _Group]

   ; Create vehicle and Crew of the platon
   ; -------------------------------------
   ? (vUnitType == 2) : _vehi = vUnit createVehicle (getMarkerPos "WestVeFact")
   ? (vCrew > 0) : vTheCrew = ItemCrew createUnit [getMarkerPos "WestBarracks", _Group]; vTheCrew assignAsDriver _vehi; vTheCrew orderGetIn true


I think the problem might be that _vehi and vTheCrew objects are created inside of "if" and then the object's don't exist outside of the "if" sentence. I attempt to declare the objects before use, but did not find the way to do.

Some help here plz :shock:
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Re: R-War a C.T.I. New Mod. Updated 20/07/2009]

Postby Blunt » Mon Jul 20, 2009 4:51 pm

I dunno about most of that, but have you tried "vTheCrew moveinasdriver;" instead of "vTheCrew OrderGetin true;" ?

moveinasXXX physically moves unit to designated position, instead of feeding radio command to getin. It really doesn't even require assignasXXX command, but I think assignasXXX command has benefits (if crew happens to get out for some reason, still assigned to that vehicle).
How many legs does a dog have if you call the tail a leg? Four. Calling a tail a leg doesn't make it a leg...
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Re: R-War a C.T.I. New Mod. Updated 20/07/2009]

Postby rundll.exe » Mon Jul 20, 2009 7:29 pm

for correctness, Blunt means moveindriver

See the notes:
MP Note Functions MoveInDriver can only be called for local soldiers. They will be ignored for remote soldiers. (see Locality in Multiplayer)

So make sure this script is only running on the server and a dd them only to the player group when done.
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Re: R-War a C.T.I. New Mod. Updated 20/07/2009]

Postby Benny » Mon Jul 20, 2009 8:33 pm

Code: Select all
   _vehicle = _unitType createVehicle _position;
   _team AddVehicle _vehicle;
   _soldier = _team CreateUnit [_crew,_position,[],1.0,"FORM"];
   [_soldier] AllowGetIn true;
   _soldier MoveInDriver _vehicle;
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Re: R-War a C.T.I. New Mod. Updated 20/07/2009]

Postby Blunt » Mon Jul 20, 2009 8:54 pm

Ah ye, thx for correcting rundll :mrgreen:

Most scripting I did myself when I first got OFP was all in SP, and I never learned much of the MP coding.

Thanks to you and Benny for helping where I can't [dance] (though I tried, lol)
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Re: R-War a C.T.I. New Mod. Updated 20/07/2009]

Postby rundll.exe » Mon Jul 20, 2009 9:55 pm

Benny wrote:
Code: Select all
   _vehicle = _unitType createVehicle _position;
   _team AddVehicle _vehicle;
   _soldier = _team CreateUnit [_crew,_position,[],1.0,"FORM"];
   [_soldier] AllowGetIn true;
   _soldier MoveInDriver _vehicle;


on a sidenote: Addvehicle is an ArmA-only command, we are talking OFP [a:)]

Hmmm its so long ago thatI scripted, and its itching... But dont have the time and dedication like the old days...
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Re: R-War a C.T.I. New Mod. Updated 20/07/2009]

Postby LtJP » Wed Jul 22, 2009 11:53 am

Problem fixed :D here the code
Code: Select all
#BuyVehicleA
    _vehicleA = vUnit createVehicle (getMarkerPos "WestVeFact")
   _crewA = ItemCrew createUnit [getMarkerPos "WestBarracks", _Group, "crewA=this"]
   ~0.9
   crewA moveInDriver _vehicleA

   _crewB = ItemCrew createUnit [getMarkerPos "WestBarracks", _Group, "crewB=this"]
   ~0.9
   crewB moveInGunner _vehicleA

   PlatoonIndex = PlatoonIndex + 1
   ? (PlatoonIndex  < PlatoonCount): goto "Buy"
goto "Main"
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Re: R-War a C.T.I. New Mod. Updated 22/07/2009]

Postby LtJP » Wed Jul 22, 2009 2:15 pm

Added a system of patrols and reinforcements making it necessary to fight hard for every inch of ground

Temple of Chaos.
From here, a priest of Chaos summon infernal troops. To stop the summoning of troops will be necessary to kill the priest.
Image

The Priest
This is one of the goals to overcome in order to gain ground.
Image

Patrol enemy lines
Image
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Re: R-War a C.T.I. New Mod. Updated 22/07/2009]

Postby Migel » Wed Jul 22, 2009 4:07 pm

sweet ;)
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