Guard81 Posted June 23, 2023 Share Posted June 23, 2023 Hi folks. I've been working on converting I&A over to Global Mobilization, but the more I do the bigger the project has become. Does anyone have a checklist of things I need to alter? I know it was done from vanilla to Vietnam (Sog PF), so it can be done. Main tripping points for me at the moment is the BLUFOR arsenal and the AO's. The latter is just time and coding, TBH, but the arsenal and class loadouts has me stumped. Any advice would be most welcome. Attached are the three files I've been working on lately. - Fenton GM I&A Arsenal GM Update to Ina_Config.hpp I&A Faction PACT GC Link to comment Share on other sites More sharing options...
JJ Cakes Posted June 23, 2023 Share Posted June 23, 2023 It looks like you figured out the Arsenal file, obviously someone will have to add your stuff to the repository and test. You'll notice there's several arrays where you're defining allowed items, built-in SQF handles those array names so it knows what to show in the arsenal based on the class of the player. So for example only players in the Recon squad see what's defined in "InA_AllowedArsenal_reconItems" and it doesn't matter if it's Western Sahara or vanilla Altis, the array naming convention just handles it. Link to comment Share on other sites More sharing options...
Guard81 Posted June 26, 2023 Author Share Posted June 26, 2023 Thanks Cakes. I'm working my way through the files as best I can. At the moment, it doesn't looks like the arsenal is allowing items correctly on spawn, but that might be me setting the squads up wrongly. Or it could be something with running it locally. Link to comment Share on other sites More sharing options...
chicken_no6 Posted June 27, 2023 Share Posted June 27, 2023 some more files to add if u want to loadoutdefines_GM.sqf rewarddefines_GM.sqf unitdefines_GM.sqf those be found in scripts defines vehicleinventory_GM.sqf found in scripts vehicle add your new playerfaction to functions/Misc/fn_factionsGetPlayerByIdx.sqf params ["_idx"]; if ((typeName _idx) != (typeName 0)) exitWith { [format ["NaN was passed to function '%1', defaulting to faction 'BLU_F'!", _fnc_scriptName], "FACTION"] call AW_fnc_log; "BLU_F" }; private _faction = ""; switch (_idx) do { // Vanilla NATO case 0: { _faction = "BLU_F"; }; // SOG PF MACV case 1: { _faction = "B_MACV"; }; // Western Sahara case 2: { _faction = "BLU_WS"; }; // new player faction case 3: { _faction = "BLU_GM"; }; // Vanilla NATO default { _faction = "BLU_F"; }; }; _faction and params.hpp // General mission settings class PlayerFaction { title = "Player faction, determines rewards, loadouts, arsenal content etc."; values[] = {0, 1, 2, 3}; texts[] = {"Vanilla NATO (BLU_F)", "SOG PF MACV (B_MACV)", "BLU_WS" "BLU GM"}; default = 3; }; enemy faction goes to Defines factionMacros.hpp #define FACTION_VALUES {0, 1, 2, 3, 4, 5, 6} #define FACTION_TEXTS {\ "Random Faction based on Map/World config",\ "Canton Protocol Strategic Alliance Treaty (CSAT)",\ "Canton Protocol Strategic Alliance Treaty - Tropical (CSAT_T)",\ "Altis Armed Forces (AAF)",\ "People's Army of Vietnam (PAVN)",\ "Sefrawi Freedom and Independence Army (SFIA)",\ "enemy faction for gm"\ } add ur new enemy faction to Defines/factions make a new file newenemyfaction.sqf u can have at the layout from the other files in there newenemyfaction has to be also added to Functions/Misc fn_factionsGetByIdx.sqf /* * Author: Whigital * Description: * Gets faction(s) from index * */ params ["_idx"]; private _faction = "CSAT"; switch (_idx) do { // Random case 0: { private _randomization = (["FactionRandomization", -1] call BIS_fnc_getParamValue); private _randomFactions = (getArray (missionConfigFile >> worldName >> "randomFactions")); [_randomization, _randomFactions] call { params ["_randomization", "_randomFactions"]; if (_randomFactions isEqualTo []) exitWith { [(format ["Unable to get random faction list for world config (InA_Config.hpp/%1/randomFactions), defaulting to CSAT ....", worldName]), _fnc_scriptName] call AW_fnc_log; }; private _factions = []; { private _fac = _x; _fac = (_fac call AW_fnc_factionsValidate); _factions pushBackUnique _fac; } forEach _randomFactions; InA_EnemyFactionRandomizationData = createHashMapFromArray [ ["#randomization", _randomization], ["#factions", _factions] ]; }; }; // CSAT case 1: {}; // CSAT_T case 2: { _faction = "CSAT_T"; }; // AAF case 3: { _faction = "AAF"; }; // PAVN case 4: { _faction = ("PAVN" call AW_fnc_factionsValidate); }; // SFIA case 5: { _faction = ("SFIA" call AW_fnc_factionsValidate); }; // New Enemy Faction case 6: { _faction = "NEWENEMYFACTION"; }; default { [(format ["Unknown EnemyFaction parameter (%1), defaulting to CSAT ....", _idx]), _fnc_scriptName] call AW_fnc_log; }; }; _faction totaly forgot about adding ur new enemy faction to factionDefines.sqf // Vanilla factions #include "factions\CSAT.sqf" #include "factions\AAF.sqf" #include "factions\FIA.sqf" #include "factions\SYND.sqf" #include "factions\CSAT_T.sqf" // Prairie Fire factions #include "factions\PAVN.sqf" #include "factions\VC_M.sqf" #include "factions\VC_L.sqf" // Western Sahara factions #include "factions\SFIA.sqf" #include "factions\TURA.sqf" // New Enemy Faction #include "factions\NEWENEMYFACTION.sqf" change default enemy faction to ur new one params.hpp class EnemyFaction { title = "Enemy faction, defines enemy units, groups and vehicles"; values[] = FACTION_VALUES; texts[] = FACTION_TEXTS; default = 6; }; iam pretty sure i forgot something any more questions lemme know Guard81 and MidnightRunner 2 Link to comment Share on other sites More sharing options...
Guard81 Posted June 28, 2023 Author Share Posted June 28, 2023 Thanks Chicken. I'll work my way through those. Link to comment Share on other sites More sharing options...
chicken_no6 Posted June 29, 2023 Share Posted June 29, 2023 hope i dint overwelm u with all this a little tip double tripple check for syntaxs errors and naming stuff this will save u alot of pain XD Link to comment Share on other sites More sharing options...
Guard81 Posted June 29, 2023 Author Share Posted June 29, 2023 Right, this should have it all. I suspect the AO's aren't going to work. I've only tagged the western half of the map for those so far, so the others will need to be added later. However, this is ready for testing now. Feedback ready. Invade_&_Annex_3.gm_weferlingen_summer.zip Link to comment Share on other sites More sharing options...
chicken_no6 Posted July 1, 2023 Share Posted July 1, 2023 i had a quick look into this and found some problems i fixed most of the syntax errors but theres more wich i cant pin point what is wrong my gues is some more syntaxs errors somewhere if i find the energie to search for those i will fix them heres what i fixed so far Invade_&_Annex_3.gm_weferlingen_summer.rar maybe get Visual Studio Code with these extensions mostly the sqf language and sqflint some errors from my rpt 4:26:23 Error in expression <[player, (roleDescription player)] call AW_fnc_initUnitTraits; 4:26:23 Error Undefined variable in expression: _faction 4:26:23 File C:\Users\chicken#6\Documents\Arma 3 - Other Profiles\chicken_no6\mpmissions\Invade_&_Annex_3.gm_weferlingen_summer\Defines\factionDefines.sqf..., line 37 4:26:23 Error in expression <); private _faction = (_factionIdx call AW_fnc_factionsGetByIdx); if (isNil "In> 4:26:23 Error position: <AW_fnc_factionsGetByIdx); if (isNil "In> 4:26:23 Error Undefined variable in expression: aw_fnc_factionsgetbyidx 4:26:23 File C:\Users\chicken#6\Documents\Arma 3 - Other Profiles\chicken_no6\mpmissions\Invade_&_Annex_3.gm_weferlingen_summer\Defines\factionDefines.sqf..., line 34 4:26:23 Error in expression <r_MainAOsToComplete) then { [true] call AW_fnc_missionPersistenceSave; InA_Serve> something in playerfaction stuff must be wrong private _isRecon = ((_roleDesc find "Recon") != -1) || ((_roleDesc find "ge_army_sf") != -1); maybe use the LoadoutDefines_BLU_F.sqf as a reference when i dit a new player faction i bsicly just copied over the default nato from altis and just gave them the uniforms from what ever faction i needed cause iam lazy migth be totaly wrong what iam doing there but it works somehow rpt is also complaining about params.hpp line 40 wich is class PlayerFaction { title = "Player faction, determines rewards, loadouts, arsenal content etc."; values[] = {0, 1, 2, 3}; texts[] = {"Vanilla NATO (BLU_F)", "SOG PF MACV (B_MACV)", "BLU_WS" "Global Mobilization NATO (GM_NATO)"}; default = 3; }; so theres something wrong with the playerfaction GM_NATO oh a little thing wrong InA_AllowedArsenal_uniformsMedic = [ "U_C_Paramedic_01_F", "gm_ge_army_uniform_pilot_rolled_sar", "gm_ge_army_uniform_pilot_sar", "gm_ge_ff_uniform_man_80_orn", ]; correct InA_AllowedArsenal_uniformsMedic = [ "U_C_Paramedic_01_F", "gm_ge_army_uniform_pilot_rolled_sar", "gm_ge_army_uniform_pilot_sar", "gm_ge_ff_uniform_man_80_orn" ]; those sneaky , and " things but this is totaly understandable when working with those large arrays for arsenal defines theres alot more i migth be missing here but for arsenal defines i found all syntaxs errors unfortunately there is more in other files Link to comment Share on other sites More sharing options...
Guard81 Posted July 1, 2023 Author Share Posted July 1, 2023 Thank you for looking in to those. I was sure I had missed a few syntax errors as I'm still not confident with SQL/SQF/SQM and those bloody commas keep ending up in the wrong place. I've been doing this almost entirely through Notepad++. Link to comment Share on other sites More sharing options...
chicken_no6 Posted July 1, 2023 Share Posted July 1, 2023 I had a deeper look into this and changed some stuff gm player faction will now be loaded only arsenal and rewards unit defines todo: give the new player faction their default loadouts LoadoutDefines_B_GM_NATO.sqf enemy faction for some reason its missing a lot of units maybe redo GMPACT.sqf add more aos i only dit 4 just to get things going make a good main base not like me add more fobs only put down the needed things no vehicles only one arsenal steve add garrison buildings to Functions/AI/fn_main_ao_garrison_spawner.sqf into this array INA_Server_Garrison_BuildingArray otherwise garrison spawner cant find building to put in enemy units again theres still more stuff todo add more side missions sub objectives as i only added those class Missions { SubObjs[] = { "RadioTower", "TankSection" }; Sides[] = { //"Destroyer", "DestroyUrban", "MilitiaCamp", "PilotRescue", "SecureAsset", "LostConvoy" }; Prios[] = { "Anti-Air", "Artillery" }; }; good luck iam still missing alot of stuff wich i cant think of atm nearly forgot the updated file InA_GM.gm_weferlingen_summer.rar Guard81 1 Link to comment Share on other sites More sharing options...
Guard81 Posted July 17, 2023 Author Share Posted July 17, 2023 Thanks again, I can't really emphasise how much I appreciate you going through all this. I have updated the default loadouts for each class, and added garrison buildings to Functions/AI/fn_main_ao_garrison_spawner.sqf I can't find the Garrison Building Array right now, but I'll have another look later this week and the AO's are going to be easy enough to add over time. I'll post an update soon. Link to comment Share on other sites More sharing options...
chicken_no6 Posted July 19, 2023 Share Posted July 19, 2023 Functions/AI/fn_main_ao_garrison_spawner.sqf InA_Server_Garrison_BuildingArray Link to comment Share on other sites More sharing options...
Guard81 Posted July 20, 2023 Author Share Posted July 20, 2023 Added the following AO's. AO_Behnsdorf AO_Hoedingen AO_Walbeck AO_Walbeck_Railhead AO_Weferlingen AO_Ribbensdorf AO_Belsdorf AO_Klinze AO_Seggerde AO_Eickendorf AO_Everingen AO_Ratzlingen AO_Lockstedt AO_Boesdorf AO_Gehrendorf That now covers everything to the East of the border. possiblyEOD and Damo3D 2 Link to comment Share on other sites More sharing options...
Guard81 Posted July 20, 2023 Author Share Posted July 20, 2023 Added the following to garrison spawner, Building Array: // Weferlingen buildings "land_gm_euro_01_d", "land_gm_euro_01_e", "land_gm_euro_01_w", "land_gm_euro_02_d", "land_gm_euro_02_e", "land_gm_euro_02_w", "land_gm_euro_03_d", "land_gm_euro_03_e", "land_gm_euro_03_w", "land_gm_euro_04_d", "land_gm_euro_04_e", "land_gm_euro_04_w", "land_gm_euro_05_d", "land_gm_euro_05_e", "land_gm_euro_05_w", "land_gm_euro_06_d", "land_gm_euro_06_e", "land_gm_euro_06_w", "land_gm_euro_07_d", "land_gm_euro_07_e", "land_gm_euro_07_w", "land_gm_euro_08_d", "land_gm_euro_08_e", "land_gm_euro_08_w", "land_gm_euro_09_d", "land_gm_euro_09_e", "land_gm_euro_09_w", "land_gm_euro_10_d", "land_gm_euro_10_e", "land_gm_euro_10_w", "land_gm_euro_11_d", "land_gm_euro_11_e", "land_gm_euro_11_w", "land_gm_euro_12_d", "land_gm_euro_12_e", "land_gm_euro_12_w", "land_gm_euro_13_d", "land_gm_euro_13_e", "land_gm_euro_13_w", "land_gm_euro_misc_garage_04", "land_gm_euro_dest_01", "land_gm_euro_pub_01", "land_gm_euro_office_01", "land_gm_euro_office_02", "land_gm_euro_office_03", "land_gm_euro_barracks_01", "land_gm_euro_barracks_02" Link to comment Share on other sites More sharing options...
Guard81 Posted July 20, 2023 Author Share Posted July 20, 2023 What I haven't done is any of the garrison building fortifications. Not sure if that's needed. Link to comment Share on other sites More sharing options...
chicken_no6 Posted July 21, 2023 Share Posted July 21, 2023 garrison building fortifications is only for altis and is disabled on current InA version way to much work to add that to Weferlingen also dont forget to change params.hpp class AOCompletionCount { title = "Main AO completion count"; values[] = {-1, 20, 30, 40, 50, 60, 70, 80, 90, 100}; texts[] = {"All", "20", "30", "40", "50", "60", "70", "80", "90", "100"}; default = 50; }; Guard81 1 Link to comment Share on other sites More sharing options...
Guard81 Posted August 2, 2023 Author Share Posted August 2, 2023 Work stalled while I mess with Spearhead. I'll update on my next burst of hyperfocus. Link to comment Share on other sites More sharing options...
Guard81 Posted August 5, 2023 Author Share Posted August 5, 2023 (edited) Okay, that little hiatus didn't last. Darn brain weasels. Have added AOs to the West German side of the boarder. Have moved main base to West Germany so we don't start off on the wrong side of the barriers, etc. Have added "splash", but this will require some additional work later on. It'll do for now. Main AO completion count reset. On my "to do" list. GMPACT.sqf needs a review. I can't see why it would be spawning less than a full squad per unit listed. Arsenal appears to be unable to see the AT and AA launchers. All of which should be accessible to LAT and HAT troops. HAT troops should also have access to the ATGM deployable static/backpack. Main base needs expanding slightly, and proper decoration. Assets at the moment are fairly minimal. Secondary FOBs need to be added and queued up. InA_GM.gm_weferlingen_summer.pbo Edited August 7, 2023 by Guard81 AT launchers are now in the arsenal. Damo3D 1 Link to comment Share on other sites More sharing options...
Guard81 Posted August 8, 2023 Author Share Posted August 8, 2023 (edited) Issue resolved. Item had needless prefix "vest_" not required for items with "V_" prefix and "item_" not needed for mine detector. Edited August 9, 2023 by Guard81 Fixed it. Link to comment Share on other sites More sharing options...
Guard81 Posted August 12, 2023 Author Share Posted August 12, 2023 (edited) So far so good. Script-kiddie handler appears to be flagging enhanced movement, unfortunately. Also, I think the Vortex pilots aren't working with our ATGM helos at the moment. - EDIT: Have found the section that needs to be tweaked. fn_restrictedAircraftSeatsCheck.sqf - I need to add the relevant gunship to "private _isGunship = ( (_vehicle isKindOf "Heli_Attack_01_base_F") ||" Any idea where I can look at a fix for either of those, please? Edited August 12, 2023 by Guard81 Fixed one issue. Link to comment Share on other sites More sharing options...
Guard81 Posted August 19, 2023 Author Share Posted August 19, 2023 On 7/1/2023 at 9:02 PM, chicken_no6 said: enemy faction for some reason its missing a lot of units maybe redo GMPACT.sqf Looking back at this. RCON reports that the units cannot be spawned. Link to comment Share on other sites More sharing options...
Andrews Posted August 19, 2023 Share Posted August 19, 2023 god speed. you've taken on a big project. Guard81 1 Link to comment Share on other sites More sharing options...
chicken_no6 Posted August 19, 2023 Share Posted August 19, 2023 i think theres something wrong with ur unit defines GMPACT.sqf as said before have a look if u have the correct classnames. send latest mission file and i gonna have a look Guard81 1 Link to comment Share on other sites More sharing options...
Guard81 Posted August 23, 2023 Author Share Posted August 23, 2023 No worries. I think I may need to redo the define from scratch. I'm looking through it later this week. Edit: "mpipak75" should have read "mpiak74" Link to comment Share on other sites More sharing options...
Guard81 Posted August 28, 2023 Author Share Posted August 28, 2023 Quick update. Bro-Nation have it up and running now on their testing/events server. It is mostly functional, but side missions will need expanding and so will the progression FOBs. PBO attached if anyone wants a look. I am aware that the arsenal could do with more restriction on the launchers and the OPFOR needs Communist Poland forces adding, but so far it's good enough for army work. InA_GM.gm_weferlingen_summer.pbo Link to comment Share on other sites More sharing options...
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