OFPEC Forum
Missions Depot => Arma2 - Multiplayer Beta Testing => Topic started by: sharkattack on 13 Jul 2009, 20:56:51
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(http://img94.imageshack.us/img94/7964/halogpsg.jpg)
hi guys ... think this i ready for some testing
any feedback as always is greatly appreciated :)
best wishes
mission author
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shark attack
mission type
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CO-OP (teamwork - voice comms recomended)
max no of players 12
min recommended 4
mission requirements
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ArmA 2
104
situation report
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The purpose of todays mission is three fold.
To strike a major blow against the Soviets through the destruction of its ability to manufacture vital equipment and supplys
To cripple the Soviets ability to transport Equipment and supplys to the battlegrounds
And to strike fear into the Russian civilian population by bringing the violence of war to their home ground.
==============================================================
updated to v3_b
Eve of destruction V3 Changes
* Added Norrins revive
Multiple respawn locations
Chief medic can create mobile respawn point
* Fixed tasks after spawn
* added a few Random UPS patrols
* Reworked all non UPS enemy patrols (lowerd skill levels and reworked patrol routes)
* New player loadout
* Added limited weapons selection
* Enemy react to unsuppressed gunfire ( M9SD comes in usefull)
* Added High command to Officer in charge
* Added the triggers i had forgoton in first version (:-0)
* reworked Halo insertion
* Added GPS to all units
* reworked all scripts to SQF format
* Added midday options to mission start time (for those who dont like night time settings)
* Added lots of eye candy
(working searchlights .. new enemy defences .. flares on detection ... etc)
==========================
changelog v3_c
* Locked insertion aircraft
* Halo insertion available for the first 5 mins of mission only
allowing jips to select nearest spawn point to current objective ..
*added ammo caches to RV points
*re worked ai reinforcements
*fine tuned enemy ai unit placement
*hopefully fixed power cut for jips
*reworked revive options
no longer require med packs
all units can revive
2 x self heals after that medic/ mash tent required
respawn with kit you died with
lots of other little bugs ironed out
however still awaiting a new version of revive for mash tent issues ...
changelog v3_d
fixed bugs introduced by patch 103 = fail
changelog v4a
fixed bugs introduced by patch 1.03
added revive v02o
tweaked AI patrol routes
tweaked vehicle behaviour with units in cargo
changelog v4b
*added weapons/ammo box to mobile respawn (cheers Norrin)
*tweaked available supplys at RV points
changlog v5
updated revive to v_03b
disabled 2 revives for jip setting
various tweaks ..
================
changlog v6
updated revive
reworked UPS
removed reinforcments option
added a few enemy armoured units
tweaked team set up
reworked briefing
changlog v8
============
*re worked Halo set up
*updated revive
*reduced to 12 players max
*reworked teams set up
*reworked enemy reinforcements/reactions
*added no grass option
*synched time of day for jips
final version
fixed alarm bug few minor tweaks
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to strike fear into the Russian civilian population by bringing the violence of war to their home ground
Sounds like you really hate russians, sharkattack.
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How does the quoted text imply that sharkattack hates russians?
The text is part of the missions information or briefing text, I doubt it has any bearing on the mission authors personal feelings towards russians.
Your post is completely off-topic.
Planck
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Played this a few nights ago... We didn't get far into it all. In fact never saw an enemy. :) But here are a few things we noticed..
Briefing was well detailed. I noticed some missing . in the notes section. Nothing else major was found. How about a pic or two? :)
2 or more people... only 1 person jumped from the plane, the rest of the people were at the respawn point on startup.
Jumping from the plane was ok but the first couple tries I was confused as to which direction to head, you might want to add some markers on some safe landing positions(areas). or maybe add an initial WP to the units so they know which way to head. On the first jump I headed towards the halo marker and ended up way north of that marker (first try) So the walk south was too much, I gave up and jumped again. Got a bit closer to the halo marker, but still a long walk. You might want to add some ambient civi vehicles so that people don't have to do that long walk if they mess up the halo landing.
I think this mission would benefit from having revive, and a long walk respawn point.
We haven't really got into battle yet so I'll add more once we move along.
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updated to v3_b see top post for download
Firstly many appologies to all who downloaded the first beta version of the mission ...
Had lots of bugs and drunken errors ... far to many ... my appologies ...
i hope beta 1 hasnt detered you all, i should never of posted it ..
However thanks to the new =RTY= ARMA 2 dedicated server ive been able to spend the last couple of weeks conducting some beta testing of my own and with with the usual expert advice from the lads at OFPEC and my old mate from down under (ill chuck another prawn on the barbie in his honour), i have what i think is a much better version of the mission ...
(Special thanks to Tomcat from Reality friends for use of the server and the resulting countless hours of testing )
==============================================================
Eve of destruction V3 Changes
* Added Norrins revive
Multiple respawn locations
Chief medic can create mobile respawn point
* Fixed tasks after spawn
* added a few Random UPS patrols
* Reworked all non UPS enemy patrols (lowerd skill levels and reworked patrol routes)
* New player loadout
* Added limited weapons selection
* Enemy react to unsuppressed gunfire ( M9SD comes in usefull)
* Added High command to Officer in charge
* Added the triggers i had forgoton in first version (:-0)
* reworked Halo insertion
* Added GPS to all units
* reworked all scripts to SQF format
* Added midday options to mission start time (for those who dont like night time settings)
* Added lots of eye candy
(working searchlights .. new enemy defences .. flares on detection ... etc)
===============================================================
hopefully most of the bugs are ironed out ... however any feedback as always will be more than welcome
Best wishes Shark-Attack
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glad to see ya still at it shark.
downloaded and put on the sealz servers.. i'll be back with thoughts and feedback.
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Gave it another go... The halo seems to work a lot better. Except 2 out of 3 died on landing, and the third person was stuck in the chute and had to manually respawn. (couldn't escape the chute)
The heals always said you have 0 left even though you could heal anytime you wanted to.
I didn't see any launcher ammo, would be nice to have some, although I could of missed it completely.
Might want to consider enabling the closest task automatically for the area the player is in.
So far this is a pretty good mission even for just a few players. I love the song while your jumping thats great!
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hi lads
@ hoz
i too have encountered getting stuck in the chute ... only seems to happen if you land on a slope at speed not sure how to fix it ...other than adding a note to warn player ...
i have m136 rockets in the description.ext ill double check in game that they are available ...thanks for heads up :good:
was gonna have the tasks set in order but i thought it was forcing the players hand to much and limiting any freedom of choice... was hoping the commander would highlight the task of choice or split them according to player numbers from the c130 before the jump and select a suitable lz ...
ill take another look ...
also ill notify norrin when he returns about the heals showing zero...
pleased your enjoying it mate thanks a million for the feedback
@loki
got your pm mate ill be sure to catch up with you on skype
best wishes lads
shark-attack :)
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i too have encountered getting stuck in the chute ... only seems to happen if you land on a slope at speed not sure how to fix it ...other than adding a note to warn player ...
What about doing an eject when at 0 meters from the chute? Not sure if its possible, or while in the chute once you reach 0 meters you could add an eject action.
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hi!
I tried it this morning, but alone!!
4 players is really a minimum for that mission...
Great briefing (but two times "who" in a notes text), and as I was alone (dusk time), I headed to the observation point (landing point after halo between Pusta and that point), hoping taking control of it will send me some AI reinforcements as it was mentionned in the briefing notes, but nothing hapenned after i took control of that point... So I imagined it was because of the shilka I saw on the road to elektrozavodsk, I destroyed it, but still no radio message as I moved again to the observation point...
Is it because I was alone and medic, and not a group leader? ???
I encountered a lot of skilled infantery around the road bridge, but I could get rid of most of them before I blew the bridge...
After quitting and restarting the mission where I stopped, I had the ability of high commander (perhaps I was having it before, but I was waiting for a radio message I never had), but no one moved as i ordered to move to the reinforcements LZ, but the C130 which desappeared after a while, perhaps destroyed by AAD...
I took a boat and went to the reinforcements at 3500m, their engines were stopped: out of fuel? ???
remarks:
- perhaps add a little delay before objectives succeed hints
- can reinforcements be revived?
great mission anyway, lot of tension!! :good:
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We had another go and had some problems. First we joined back to the same game we had left the night before. When I rejoined, I was leader, and #1 was constantly telling me they were out of fuel. Likely the reinforcements sitting in the boat. Even though we selected unlimited revives, when we joined back up, once we died we had no more revives left.
On JIP we received the hint, I can't remember which one, but i think it was the one about the reinforcements.
On JIP we were forced to redo the halo. no biggie here actually quite enjoying that part of the mission.
The weaponspool contains g36 ammo but no g36 and it would be nice to include the smaw along with the m136 as you can take more rockets or a combination of rockets and satchels.
So far really liking the mission.
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The weaponspool contains g36 ammo but no g36
the G36 mags fit the XM8 gun...
I played as a medic, and after re-joining the game where I left it, i'm unable to stow the mash (mobile respawn point), is it a prob with the norrin's revive script?
Lighthouses lights still operationnal after the destruction of the power station...
vehicles on wagons are not locked...
OPFOR AIs are very skilled!!!
Personnaly, I prefer when you respawn with the weapons and ammo you had before you die... Here, you respawn with full ammunition and your starting weapons...
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hi fellas
been playing around with this some more in editor
problems with the reinforcements were caused by moveincargo command in units init field each time the game is started or a saved game loaded the units moved back to the vehicle.. managed to fix it and reworked the whole reinfocement set up, a lot clearer on what needs to be done but the group leader is still required
I have the same issue with halo insertion ... unit is moved into cargo hold each time game starts or one reloaded .. i actually quite like it that way .. any jip should have to halo .. all objectives are within range of the drop zone ... however a loaded game shouldnt require a new insertion ill try and fix it
Will fix other bugs listed and will change it so you spawn with the gear you were carrying when killed
im sure norrin knows about problems with mash tents on reload but ill pm him when he returns
will make changes to the notes informing about high command module and add a back up generator to the lighthouse :D
anyway thanks a million for the feedback guys ... ill post an update once ive checked everything
best wishes
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Eve of Destruction updated v 3_c
---------------------------------
changelog v3_c
Locked insertion aircraft
Halo insertion available for the first 5 mins of mission only
allowing jips to select nearest spawn point to current objective ..
added ammo caches to RV points ..
re worked ai reinforcements ..
fine tuned enemy ai unit placement ..
hopefully fixed power cut for jips ..
reworked revive options ..
no longer require med packs ..
all units can revive ..
2 x self heals after that medic/ mash tent required ..
respawn with kit you died with ..
lots of other little bugs ironed out however still awaiting a new version of revive for mash tent
issues ...
see top post for download :)
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In version 1.03 I get an error about a static link object... and doesn't load which sucks :)
edit: ok we cracked it open and resaved it to by pass the error.
I had this error in the rpt file in the hundreds and at some points it was very sluggish.
Performance warning: Very large search for 962180 (>300 m)
Performance warning: Search for 962180: railsn_curve_l25_5.p3d was very large (1620 m)
* quadruple repeating tasks.
Some more errors...
Error in expression <this execVM "poweroff.sqf" }] } forEach nearestObjects [this, ["Land_trafostanic>
Error position: <nearestObjects [this, ["Land_trafostanic>
Error 0 elements provided, 3 expected
Error in expression < _this execVM "cranes.sqf" }] } forEach nearestObjects [this, ["Land_A_Crane_02b>
Error position: <nearestObjects [this, ["Land_A_Crane_02b>
Error 0 elements provided, 3 expected
Error in expression <_this execVM "cranes2.sqf" }] } forEach nearestObjects [this, ["Land_A_Crane_02b>
Error position: <nearestObjects [this, ["Land_A_Crane_02b>
Error 0 elements provided, 3 expected
File mpmissions\__CUR_MP.Chernarus\description.ext, line 3: '.onloadmission': Missing ';' at the end of line
Overall the mission is great. We did have some problems packing up the tent, and it would be good to include an ammo box with satchels at the tent as you seem to go through alot of them.
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hi mate im also getting faults by the dozen and the new patch seems to affect the revive script
ill get stuck in and check over a few things ... thanks mate for the feedback ...
edit
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seems a lot of the odject id s have changed with patch 103 none of the objectives are working
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hi, maybe you can help?
i`m having a problem with the
* Fixed tasks after spawn,
everytime i respawn, the briefing list is double, double notes, task and objectives, do you know an answer to this problem. it`s also in the REVIVE TEST_02m.utes from Norrin.
thanks
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mmmm ... since 103 the same is happening to me
not sure whats going on to be honest ...
ill ask around mate ... thanks a lot for the heads up
just spent most of the day changing and checking the id no s ... run it first time on server
and this happens :P
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Rather then using the objectID you could use the type option in nearestobjects. Its quite possible that the objectID's will change each time the island is updated.
And for the tasks list, I'm sure I saw a scripting error which might cause the duplicates. Funny thing is they weren't reported client side and I never checked the server rpt file. We will likely give the mission ago tonite so if you can upload the update. :)
Is it possible to include a halo option on respawn? one of the guys asked about this...
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updated to v 3d
fixed bugs introduced by patch 103
========
@ Hoz
it is possible to spawn in c130 with revive set up ... never tried it though .. ill give it a bash mate
@ foxcom
check your revive_init.sqf and make sure NORRNCustomExec1 = ""; and NORRNCustomExec3 = ""; as norrin put some code in there in the test mission sometime before the latest patch so that the briefing was re-added when a player respawned.
best wishes guys
edit
still broken :weeping:
just uploaded to RTY server and was presented with the static link object error ...
and a hatfull of error messgaes ... thought id sussed it ... remind me never to test with me as host !
anyone any ideas on what im doing wrong ? the bad link to static object has me beaten
many appologies to all
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in order to get rid of the static link error. All I had to do was go in preview the mission and then save/ export. If its continuing to happen I would question the server version of the island.
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hi hoz
RTY server is patched up to date ...
and like you say it works as soon as the mission is opened and saved again ...
however its a bit of cuffuffle for any casual downloader to have to open up the mission and re save it ... is it possible to find the dodgy object ? or should i rebuild the mission ...
many thanks mate for your time .. appreciate it :good:
ps
cheeky i know ... but ...
anychance you could try to load v 3d to check error repeats ... and to see if its a prob with RTY server
again many thanks ... best wishes
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It worked fine/loaded up for me.
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managed to trace the culprit (s) ( thanks xeno) ... a waypoint to a building position ...
gonna recheck everything there must be more than one ... error is still occuring on RTY server ...
seems to be fine once saved ... however im still getting errors with objective scripts (cranes and powercuts) gonna try and figure what im doing wrong with them ...
bare with me guys ... ill get there eventually
edit
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finally got it working again ...
changelog v4a
fixed bugs introduced by patch 1.03
added revive v02o
tweaked AI patrol routes
tweaked vehicle behaviour with units in cargo
cranes and powercut error fixed ( i hope)
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Gave the newest a try tonight...
The helo in zone doesn't seem match up with the green mesh marker. THe plane heads far west for a long time now. I think you should trigger the song after your into the helo. Another thing i found in 1.03 is that the halo insertions, you almost always get killed now from ground fire. so you need to make sure you halo in a safe location.
The terrorist HQ doesn't have a task, and since we rode the plane out for a while we started there at the HQ.
Playing with just two players we really suffered with no ammo respawning at the mobile tent. Might want to consider a radio call for ammo in some how or have it at the mash tent. Ammo really made it tough for just two of us.
overall pretty good, we really felt like ammo was a problem, we didn't even finish 1 task tonite but still had fun.
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@ Hoz thanks mate for you comments
updated to v4b
*added weapon / ammo box to mobile respawn ( thanks Norrin)
*tweaked available supplys at RV points ..
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Excellent. Did you fix the landing zone area? are you now limited to the east end of the map for halo insert?
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Hi mate ....
C130 seems to be sticking within the zone now .. and i never got shot at once during testing when in parachute .. repositioned the ups markers think that fixed it ... were previously covering suitable landing zones ... thanks a million mate for your time and your comments ... cheers hoz :good:
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The time of day option isn't working for me. I choose midday and get night. ???
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ill take a look mate ... never tried to select daytime since 103 ... :whistle:
thanks a million mate for heads up !
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Disregard about that last daytime bug. my mistake :)
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lol ...you swine ... :D
i was puliing my hair out last night trying to find the error ...
best wishes mate
edit
the c130 sticking to the zone ok ? seems to be ok on RTY server
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Yep the c130 was sticking the right area. WE did have some problems with the revive. seemed like jip players were only getting 2 lives even tho it was set to unlimited. I spoke to norrin about it and I think he suggested to update to the latest revive.
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will do mate
i just noticed the update with revive ...
thanks mate :good:
=================
updated to v 5
changlog v5
updated revive to v_03b
disabled 2 revives for jip setting
removed launcher boxes from rv points
various other tweaks ..
see top post for link
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Have you played this with the newer beta patches? for some reason things like the daytime and revive settings don't seem to work. I'm running my dedicated server with arma2.exe -server option
Edit: Even with the new arma2 beta I still get night even though I'm choosing daytime. Also I choose unlimited revives but only receive 2.
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hi mate .. im not into beta patches .. :no:
do the problems occur with 103 patch ? ...
best wishes mate
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The problems aren't apparent in the regular 1.03 patch. But are within the 1.03 betas. :(
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hi hoz
i was getting an error reported regarding param1 and param2 settings in description.ext
in earlier versions of the mission ...cant remeber the fault report.. settings always worked though ..
patch 103 seemed to fix it no more error reports after installing it
ill check out the mission with beta patch installed see if i can fix it
thanks again mate for your input ... nice one mate :good:
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Don't fret too much over it. Its been fixed in the newest build today. See this post (http://www.ofpec.com/forum/index.php?topic=34033.msg234270#new)about changes in the beta for multiple options.
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Ok had a real good run at it tonite and here are the details.
Casvac revive doesn't seem to be working now did you shut it off?
Cranes... they are a real difficult objective and satchels on the ground level don't seem to hurt it that much. However a rocket takes them out quite easily.
The reinforcements task. I would get rid of this one, I always have problems with it.
Overall its a great mission, not quite as hard as your arma ones, but the sheer distance you travel to complete all the objectives really fills it out.
We never took the terrorist camp this time there is no tasks for it.
Felt the extraction point was pretty far away especially for the ol fishin boat which travels at like 3 knots.
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I think the briefing says to use grenades and take out the cabins. Worked nicely for me. Also where there are the rooftop bunkers, there's ammo crates, and the static defenses up there can also take out a majority of the cranes.
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Is this ready for review or are you planning some updates?
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hi mate
i am planning some updates with multiple parameter settings
just waiting on next patch ...
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UPDATED V6
---------------
changlog v6
updated revive
reworked UPS
removed reinforcments option
added a few enemy armoured units
tweaked team set up
reworked briefing
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Good stuff look forward to playing.
edit:
Not sure we were playing the newest version. The version is gone from the mission title ;)
Anyways it played well. I didn't notice any big difference in the mp lobby options.
Can you add the no grass option?
Can you add a picture to the zip or attach to the post?
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Had another run through last night and when we halo in... we always seem to die. At first I thought we were getting shot but it seems like when we get to within 40 or 50 meters of landing we die... Is there a trick to land?
I think the bridge objective could do with an extra patrol or two after you have moved in close to the bridge. The mountain top makes it too attractive to just sit up there and have your way with a sniper rifle.
There's a tank near there that usually plays dumb the whole time your in and around that objective.
Rather then have the editors note about the bridge not being usuable I wonder if a better message might be "Danger: Bridge un-useable"
The respawn timelimit is a killer and really is annoying playing with just a few people. Possible to add an option to the lobby to lower this abit or force the button up like after 60seconds but allow the timer to keep going?
Rockets are far and few between...You provide a smaw guy but there isn't any ammo for him. What about including 1 or two m136 rockets in the tent ammo? Or including 1 or 2 more rpg7 dudes in the enemy squads. Or at each of the east fortifications include a rpg7 in the ammo or something. A repair truck would also be welcomed!
We really love this mission. Its a tad on the long side but the more players you add the easier it gets.
We almost always start with the electrical building... but what about changing up the halo so its more random. Perhaps the plane starts from like either the north or south or west or east randomly.?
Wiper has created a pretty dynamic mission, especially his difficulty settings are setup well and it scales up really well depending on # of players you might want to take a gander at it.
great job!
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changelog v8
============
*re worked Halo set up
*updated revive
*reduced to 12 players max
*reworked teams set up
*reworked enemy reinforcements/reactions
*added no grass option
*synched time of day for jips
*added a few suprises ( keep you on your toes)
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Blasted you for continually changing the mission name!
Gave the mission a short run last night with just 2 players.
The grass option didn't seem to work.
You removed the daylight option, not a big deal except I ditched the nv so I spent a lot of time looking for some. :)
I love the random halo direction. Previous to this version we always started at rv pt3 so this time we went to rail bridge first. So thats a great feature. Also we landed in the chutes without dying first time in ages. :)
Overall the difficulty seemed like it was increased. One thing I like about the mission is you can do the objectives over and over again and the heat of the battle is always different. Sometimes we struggle with the silo's and other times we breeze through them. I think you've created a great balance.
You seem to change the way the song EOD is played, now it seems to play while we're in the plane, and its often hard to hear the song over the plane engines. I liked it when song played when you in the chute... Perhaps its just a timing thing but I think it is presented better if your in the chute.
My buddy always plays the medic for the mobile respawn. However he asks if its possible to change the mobile respawn to an enginner so he can carry a rocket launcher. not a big deal here. Just a suggestion.
Overall this is a great mission and we have played the snot out of it, we find it that enjoyable.
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I also gave v6 a run with one other player. We landed SE of RV1 and worked the HQ at Balota. It's a huge challenge with 2 people and no rockets available from either the RV1 box or the medic respawn box. (I like though, I like!) I tried briefly alone a week ago, and i think rockets of some form are available at RV3, but please keep the amount limited. Nothing can ruin relative realism like a squad full of DMRs and SMAWs.
We quit playing after clearing the camp, but we have plans to keep at it with more people. A few quirks from v6, apologies if you've caught the errors already.
-The medic tent, when removed, leaves its ammo box. When placed, it creates another one. It's a handy mistake, but not very realistic.
-The alarm at the enemy airfield. It's a static, invisible location nearish the middle of the runway, right? Tying it to a small tower as another destroyable target would be great, esp. if it prevented the opfor from responding to support requests elsewhere on the map. Might be good to move it closer to their barracks and camp, too. An alarm off in the middle of a runway is odd, especially when we can't turn it off.
-I would like to see ammo available in the C130. We were dissapointed with our original loadouts, and wanted to swap out our M16s for silenced M4s and a few smoke grenades.
It's otherwise a treat to play so far. I disagree with hoz about adding rockets to the rv points, except for his point about a listed rocket soldier w/o any rockets (if a rocket soldier is listed, he needs his gear!) Keeping the diversity of friendly equipment selectable to a minimum, as someome might expect from an ad hoc weapons drop, adds to the enjoyment of scavenging from enemies and finding those choice enemy ammo boxes.
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What about adding more rpg7 guys. It seems like its the elite squad that has them. The east guys only seem to have the rpg18(?) rockets.
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hi lads
im sure there are now limited smaw rockets at each rv point
have also added 3 russian weapons/ammo caches to the map up to the player to fined em :)
the song is played after a 3 min delay will try and suss it so plays on ejection from c130
thanks ever so much for all the feedback and suggestions ... pleased you guys are still interested in the mission ... will double check the no grass settings been having a few problems with new param set up .. will get it fixed
ebden im not sure what you mean about an alarm at the airfield ?? wasnt aware i had one :D
counter terrorist team respond to gunfire or any reported contact ..
any feedback on how the choppers handle deploying the ct teams would be sweet ... worked a treat for us but as you know choppers tend to have a mind of their own ..
thanks again fellas
best wishes shark-attack
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ebden im not sure what you mean about an alarm at the airfield ?? wasnt aware i had one
counter terrorist team respond to gunfire or any reported contact
I'll have to play it again to check, but it was definitely there the last time I tried. I think it was reactive to our attack, and it would stay on for about 5 minutes. That's why I thought it was tied to some other AI-combat-active command or some such thing.
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I also had the alarm and I ment to post about it... if I recall it was near one of the ports.
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ill double check lads ...
an alarm sound is played ? .. must of been added after a night at the pub :blink:
edit
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shit im getting old ... i forgot all about adding it ... ill take a look at it lads see what i can do .. thanks for the headsup lads
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any changes been made to this?
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not since i last posted ... intending to make it ACE2 friendly and fix a few bugs ... the backpacks for one would be a great addition
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bah hum baug.... no soldiers in the field carry rucks anymore... don't you watch Military channel? lol Turn off that stupid History channel, Lockness monster is not real, end of story.
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fixed a few bugs made a few changes
Please review :)