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Cutizmo33

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Reply with quote  #16 
Can u guys do the player being Russia vs Germany or something and have one America vs Germany
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Gunter Severloh

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Reply with quote  #17 
Will ask Rydygier if we can, would be a good idea, and give the mission some more options.
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Rydygier

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Reply with quote  #18 
Yes, we can, but not so quickly. Mission was made in some parts with assumption, that player controls Germans, so there is not so trivial, like simple side switch. It will take some time, and it must wait a bit, as currently I'm busy with other stuff, I must sort out first. Adding third side, like US, needs even more time and work. I would say, at least several weeks will pass before I do anything in this matter.
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Gunter Severloh

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Reply with quote  #19 
Yes i would agree, changing playable side means an overhaul of the mission, were not just talking about just being a Russian commander now or in the case of the DDay DLC aspect being the USA faction you have to get all the classnames, change icons, scripts, ect,. Rydygier knows best of course but as he said its no simple task, for now all we can do til hes able to is port the mission to other parts of the map, and other maps.

As for future plans on updates a to do list was created back when the mission was being built, this is what was in mind at the time:
Code:
+ scroll mouse to zoom worked too slow, should be more sensitive similar to the ALT change camera speed.
+ left wanting double click function on symbols of units to center camera on unit instead of space, or in addition to space.
+ lacking button to abort construction of group/vehicle.
+ rally point type thing
+ lacking timer/bar to show progress of factory building construction. have same as group/vehicle construction.
+ instant capture, should be on timer with progress bar, even if no enemy is present, not tested with enemys yet.

+ Resource Diversity
+ Compass
+ DoFire on point
+ Multiple waypoint queue
+ ENEMY AI

- support waypoints for support trucks?
- timer for capturing flags;
- ammo/fuel renewal, if resources above 0;
- balancing;
- construction and recruit AI;
- fixing camera issues;
- more logistic improvements?
- appriopriate base buildings?
- proper buttons/icons?;
- fortifications?
- aesthetic stuff;
- fix sdkfz 7 AA gunner manning;
- disbanding vehicleless crews and abandoned vehicles?
- adapt on-map-click heavy arty/tactical bombing support (with bombing fix);
- implementing FAW for mortars;
- static weaponry spawned in entrenchments?
- group limit per side with logistics improvements? (seems redundant with maintenance costs implemented)
- units should gain experience, eg per each fired shot/hit/kill?
- finishing hospital building?
- (un)balanced differences between sides as build/recruit/improve/maintenace costs, units kind, variety and skill?

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Rydygier

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Reply with quote  #20 
Many things from this list was implemented though, it is from early stage.
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Gunter Severloh

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Reply with quote  #21 
Were the ones with the plus signs on the to do list or the whole thing was added? its been a while.
I'm wondering if we could get a complete list of all the features in the mission for the sake of the first page so folks have an idea
of what they can do in the mission if they never heard of Woo.

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Rydygier

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Reply with quote  #22 
At least most of these with "-" are implemented too. I had a problem with full feature list - I do not know, what deserve to be listed as separate feature, and what not. In general all, I considered as important should be described in the manual. In the first post perhaps should be highlighted, so by default gameplay is RTS-like (that IMO in one word will cover WOO features as probably all know, how typical RTS looks like, so we do not need to describe, how camera works, that buildings can be constructed, troops recruited and resources gained and spent), while player any moment has ability to incarnate any of his troops and play in normal Arma manner and then can go back to the RTS mode any time he like etc.
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Cutizmo33

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Reply with quote  #23 
Ok no big hurry with new faction or mission
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Gunter Severloh

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Reply with quote  #24 
I have a rebuild of the files for Ragnarok where all files are included,
I also have a new ported version of the mission new mission is called:
Ragnarok'44-Battle for Staszow
you will fight over the city Staszow, will have it up tomorrow as I have to leave for work now, be back in the AM.

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Gunter Severloh

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Reply with quote  #25 
Update:
New version of the mission is now available, here is a list of the update:

Download on the first post

Ragnarok changelog
=============
v1.12
  • Individual squads in a truck with other Ai squads in one truck can now disembark through the
chosen icon, example if you have mg squad and AT squad in opel blitz, and you click on the mgsquad and press disembark, they will disembark instead of who entered the truck first.

v1.11
  • Hotfix for trimming code - two objectives should stay at both bases, isn't? SO this had to be corrected, as currently both are moved at nearest flagpole too

v1.1
  • fixed disembarking driver issue;
  • improved cargo transportation code to be more reliable;
  • removed "exit vehicle" button from vehicle's side menu, if there is no cargo to disembark;
  • fixed empty slot on quick group access icon list on screen, when group is deleted;
  • locked driver position at vehicle spawn;
  • locked whole vehicle if abandoned, thus assigned for deletion by Gravedigger function.
  • added objectives trimmer - now at init each BB objective is setpos-ed at closest flagpole positio.(check, if this helps with yours non-advancing AI problems)
  • Reorganized the folder structure of the missions and files required for the mission, now all you need to do is move the @Ragnarok mod to your Arma2 directory, and put the mission in the missions folder, also included is a changelog.
v1.0
  • inital release

============
New version of the mission as i was talking about in my last post the Ragnarok'44 - Battle for Staszow is still being worked on,
should have it released soon!

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Cutizmo33

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Reply with quote  #26 
Im getting an error when trying the new update. It says Content deleted LIB, Corehandler
just on the patch version not the first version
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Rydygier

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Reply with quote  #27 
Found one tiny, but critical for AI behavior error in 1.12. 1.13 was sent to Gunter, hopefully will be updated soon.

Code:
It says Content deleted LIB, Corehandler
just on the patch version not the first version


About that I can only say, I found in mission.sqm such required addon: "lib_core_eventhandlers"

It not looks like anything from IFR team, the more nothing, that I added to the mission, and it wasn't there when first verion of R'44 was made. I would guess, it is something added to the one of the newer IF conversion versions. Which version of conversion you are using? Be sure, it is latest. I play this mision on latest version and there is no error. Tried both, with all and only with required IFR addons.
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Gunter Severloh

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Reply with quote  #28 
Ok guys I got Rydygier's pm, repackaged the mission with new version, first post updated with new link.
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Gunter Severloh

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Reply with quote  #29 
Mission:
Battle for Staszow
 
This is a version of Ragnarok mission located in the city of Staszow, the main objective of this
mission is to capture all objective points and prevent the Russians from taking the city.
Warning - Possible stalemate!


Download
Battle for Staszow - (v1.1)

Installation
Move the Ragnarok'44 - Battle for Staszow.pbo
 to your missions folder located in your Arma2 directory.

Requirements
  • @Ragnarok mod (comes with original Ragnarok mission)
  • IF/Arma conversion
Changelog:
v1.1
  • added squad trenches, mg trenches, gun trenches, destroyed vehicles, and tanks


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Cutizmo33

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Reply with quote  #30 
I hate to say but i did follow your directions for the Battle for Staszow and when i go to play it it again gives me the error Lib_CoreEventHandler was not found and may have been deleted. Ill keep working at it to see where i went wrong but no garentee

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