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granQ
Apr 1 2007, 13:47
OK, so me and ktotte like "lets fcuking make a better cti, more action, less boredom and more realism".

I thought "thats like insane of work, will take years", two days later we played it. A week or two later we had a AI coop, it just kick ass.


So what can i say, check the damn homepage, download the mission, read the manual and all that shit. Its so serious so I had to make this post totaly stupid..

http://kpcti.granq.se/

ck-claw
Apr 1 2007, 15:32
Uploading to =22SAS= public server now! http://forums.bistudio.com/oldsmileys/thumbs-up.gif

edit:- i take it we have to upload a few addons???

edit2:- just got back from pub!not the best time to be loading stuff up to servers http://forums.bistudio.com/oldsmileys/confused_o.gif

forgive my drunken ignorance, but is the mission=Tactical invasion?

And the addons:-RC_UAV+RC_BE32k+KP_CTI http://forums.bistudio.com/oldsmileys/huh.gif

granQ
Apr 1 2007, 16:14
yes, yes and yes.


and finaly, there isnt a better time to upload stuff then when you drunk, its probaly the only time you think you got fast uploadspeed http://forums.bistudio.com/oldsmileys/smile_o.gif

ck-claw
Apr 1 2007, 16:45
lol Thanks,and your right!
Everything seems better/faster when drunk! http://forums.bistudio.com/oldsmileys/smile_o.gif

fardwark
Apr 1 2007, 19:24
You (and anybody else who downloaded it before) should re-download it, since there was an error in packing the mission PBO which made it completely unusable.

So please download it again if you downloaded it before 21:30 CEST, 2007-04-01

HAILO
Apr 1 2007, 19:40
Very nice work. I like the idea behind this CTI. Its no longer focused on HQs and "find the base" senarios http://forums.bistudio.com/oldsmileys/biggrin_o.gif

colligpip
Apr 1 2007, 20:59
This is really good

Redkid Joker
Apr 1 2007, 21:03
It is really fun, I have yet to test versus with alot of people, but coop is hella fun! Been sweet testing this during the beta stages, seeing it develop. Good job! http://forums.bistudio.com/oldsmileys/thumbs-up.gif

russin
Apr 1 2007, 21:05
very good will try it out.....

Iron+Cross
Apr 1 2007, 22:45
GOD BLESS YOU MAN!
Quote[/b] ]Create a destructible infrastructure for the economy, i.e convoys that can be targetted by the enemy, bridges that can be blown up and so forth. (Future goal, has not yet been implemented.)

Your on your word you better have this! http://forums.bistudio.com/oldsmileys/smile_o.gif

granQ
Apr 1 2007, 23:01
It is really fun, I have yet to test versus with alot of people, but coop is hella fun! Been sweet testing this during the beta stages, seeing it develop. Good job! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
hope you like the ai, the current one is called..... "Storm Kommander granQ" =)

Right now, its so early in the development but we are working to have several ai "profiles" with diffrent personalities. Hopefully we will have several types so you never know if you up for the "airborne commander", the panzar general, or a mixture.

russin
Apr 2 2007, 02:32
3 sided version would be nice or even 4 sided the island is big enough...

granQ
Apr 2 2007, 10:48
3 sided version would be nice or even 4 sided the island is big enough...
nope it wouldnt..

shockhorror
Apr 2 2007, 21:13
how can i play ai vs ai commanders?

MadRussian
Apr 2 2007, 23:40
I read the basics on your website.  Sounds interesting... going to try it tonight!

This really has a lot of potential.  I especially like the (future) idea of the "destructible infrastructure for the economy".

Also, the unbound AI really just makes sense when you think about it... Good call.  http://forums.bistudio.com/oldsmileys/smile_o.gif

Wondering however, original CTI had the bounded AI to ensure that only so many unit would be present at any given time (based on 9 groups/side, and the old fixed group size of 12), resulting in a "capped" maximum of units... and thus reducing lag.

With the new unbounded AI, have you included any other methods/measures to keep an unlimited amount of units to be present, all at once (thus inducing lag)? http://forums.bistudio.com/oldsmileys/confused_o.gif

Again, overall I really like the idea of the unbounded AI, as among other things, you can have independant garrisons, which original CTI was sorely missing.

Another question.  From the sound of things, the HQ is currently on the mainland.  How hard do you think it would be to add the option to have the HQ out on a ship or island?  I'm assuming that would facilitate the need to actually "ship" certain goods to the harbors?  IMO, this would rule.  http://forums.bistudio.com/oldsmileys/tounge2.gif

Anyhow, sounds promising so far! http://forums.bistudio.com/oldsmileys/biggrin_o.gif

colligpip
Apr 3 2007, 00:24
Just played this (with somebody called dan)and it was really good fun. I love the way your always in the action without it feeling arcadey. We tried to hold corazol but it was swarming with troops managed to call in a m1a1 and a load of ai and then led the push to west corzal - then the server crashed dont know if it was the misison/his server or what but it was relaly good whilst it lasted.

also ther was a really good bit when we got a cobra and the enemy ai were racing in jeeps toward the airbase was a bit like a james bond movie or something.

1 thing would it be poss to call in uav and arty from radio so you can do it whislt in the feild as it were.

anyway really good prob best fun ive had in arma so far.

nubbin77
Apr 3 2007, 00:38
Quote[/b] ]
Wondering however, original CTI had the bounded AI to ensure that only so many unit would be present at any given time (based on 9 groups/side, and the old fixed group size of 12), resulting in a "capped" maximum of units... and thus reducing lag.

I would assume the fact that the existing units incur a maintenance cost would limit the amount of units at one time.

Don't really know just going by what I read in the readme.

granQ
Apr 3 2007, 01:34
Yes the number of units are limited by the upkeep cost, well not really. Lets say you saved up alot of money.

Then you can buy a big "army" and attack even if that gives you negative upkeep, ofcours you can't do this for very long before you get stuck (not possible to buy new vehicles and stuff).

This is early version, and we have reports the economy stuff doesnt work 100% and so on.

Madrussian, if you downloaded the mission you could see, but the bases are on the small islands with airports outside "Sahrani", and yes a ship would be excellent, also like to add so that when you buy a tank at a harbour, it comes with a ship from your base. Had one problem there, it took the ai 65 min to drive to Corazol.

For the question if possible to order UAV/artilleri "on the field", we hope that in the next version include a "Radio operator".

About CTD, some are arma, some might be the mission/addon.
There is stuff I dont have any idea whats going on, and the whole JIP is very confusing.

nubbin77
Apr 3 2007, 02:14
I just played for a while. I like it overall. I have a couple comments though...

I think I found a bug. If I go in the commander menu and select something, say a Mechanized unit, ..then it says click on map. If I don't click on the map by accident and hit another thing to buy, then I can no longer use the commander menu. It opens up and still looks like its working, but if I try to buy another unit, it will say click on map, but clicking no longer does anything. Its like it never cleared the cue for the first unit I was supposed to click for. It happened 3 times. The first 2 were an accident, the 3rd time I did it to confirm it was a bug.

While I liked playing it and the options are great, I was wondering if you could have the AI control the unbound AI for both sides (where a player could access for his own needs). Unless someone is a dedicated commander or you have a good rotation plan, you have to spend practically the whole time in the command menu sending out units to keep up. It would be nice if I could play and try to do missions with the ongoing war.

Great so far overall though. Just not really good for singleplayer yet.

december
Apr 3 2007, 04:27
Had fun playing this, good job.

Was wondering if you have a script to delete dead vehicles. I saw a lot of burned bmp's and dead AI about.

granQ
Apr 3 2007, 08:45
it isnt meant to be singleplayer.. normaly when we play we are like 3-4 players that use the commander menu. So we dont spend so much time really, but YES. I will see what I can do to get next version with "ai commander" on both sides.

I will see what I can do today about that actually.

Have to look on the "onMapSingleClick", I also had the bug but couldnt confirm it, thanks I will see what I can do.

Ktotte is fixing with the economy, apperently some bugs there.

About dead vehicles, I personaly love when there is vehicles left burned out so you see the battle, however on a CTI that will hopefully be able to run for days later on it wouldnt be possible so we need to find a way.

The current solution I am working on for that is the "engineer" that will clear the vehicles, kinda like how the EOD guy works.
Not really started on it but..
http://kpcti.granq.se/images/welder.jpg

colligpip
Apr 3 2007, 12:58
Is there the possiblilty of having a mobile spawn apc in this i really like missions with a mobile apc so troops can swarm out of it- perhpas this would unbalance it i dont know - perhpas it could be really expensive to simulate the logistics it would take to keep up that many men spawning in one location.

granQ
Apr 3 2007, 13:15
Is there the possiblilty of having a mobile spawn apc in this i really like missions with a mobile apc so troops can swarm out of it- perhpas this would unbalance it i dont know - perhpas it could be really expensive to simulate the logistics it would take to keep up that many men spawning in one location.
shouldnt be hard, but dont see the point when you got the harbours. It does that basicly.

We dont want to remove transport competly, then whats the point of ambushes and so on.

shockhorror
Apr 3 2007, 18:10
awsome to hear, fantastic work look forward to seeing more.

Pointman1967
Apr 3 2007, 21:38
i uploaded to our server but i cannot load it,after loading it i return in missions menu..

Same happens with the cr-cti release i just uploaded,after selecting it returns to missions menu...?

berowe
Apr 3 2007, 22:36
Good work! I especially like point four below (taken from the KPCTI Manual)

Things we probably won't do even if you ask us
*Change the standard KP-CTI implementation to use Cool New Units or Mega-Awesome Mod. The standard implementation should be just that: standard.
*Compromise gameplay for realism (I can tell you this will never happen).
*Focus KP-CTI on one area and neglecting the others, it should be usable in player vs player, coop, on dedicated servers and on player-hosted servers.
*Vote republican.

granQ
Apr 3 2007, 23:20
i uploaded to our server but i cannot load it,after loading it i return in missions menu..

Same happens with the cr-cti release i just uploaded,after selecting it returns to missions menu...?
addons loaded?

fardwark
Apr 4 2007, 06:14
i uploaded to our server but i cannot load it,after loading it i return in missions menu..

Same happens with the cr-cti release i just uploaded,after selecting it returns to missions menu...?
Are you running it on a linux dedicated server? Also, any chance of looking in the server logs to see why it exited?

Georilla
Apr 4 2007, 13:08
Hi there,

I like this concept very much.. Would love to see it 'grow' http://forums.bistudio.com/oldsmileys/wink_o.gif .

I have a little question though, I have found out that adding more stuff with tax/logistics etc.. is easy.. for like adding an extra harbour etc..

Is it allowed to edit the mission to my liking.. and just play/add it on some server? With of course, CREDITS to you GranQ & co.

I'm just unsure, since I have an idea.. to add some more stuff equally to all sides.. that one side ain't overpowered etc..

Greetz,
Georilla (6thSense)
pirate2

granQ
Apr 4 2007, 14:57
Hi there,

I like this concept very much.. Would love to see it 'grow' http://forums.bistudio.com/oldsmileys/wink_o.gif .

I have a little question though, I have found out that adding more stuff with tax/logistics etc.. is easy.. for like adding an extra harbour etc..

Is it allowed to edit the mission to my liking.. and just play/add it on some server? With of course, CREDITS to you GranQ & co.

I'm just unsure, since I have an idea.. to add some more stuff equally to all sides.. that one side ain't overpowered etc..

Greetz,
Georilla (6thSense)
pirate2
thats exactly the point. Hopefully you will not only change a city, harbour but maybe make more stuff for the commader to buy, new artilleri script. If you make something that works lovely.

share it with us.

Georilla
Apr 4 2007, 16:02
I have already made some progress, I'm bussy adding some stuff:
1. Adding 1 extra harbour to the West side, West of South Sahrani (Balmopan)
2. Making ALL villages/citys both North & South Sahrani able to take over.. the little ones dont make that much Tax income and the large ones make some big tax income (8-9-10).. of course they also get some Industrial income IF they have some facilties within their reach..
3. Making 1 or 2 extra harbour(s) to the East side, I'm thinking of North and somewhere else..
4. Making Cayo Oil fields & Cayo city seperate
5. No City will earn as much tax income as Paraiso & Bagango
...
...


A Suggestion for you GranQ,
1. How about some markers per group you send in? I am not able to see them on the map anymore.. after I sent them in

BTW: If I think its quite nice to be played.. whats the best place to upload such a pbo file? (free)

granQ
Apr 4 2007, 17:25
yeah, we plan too.. hopefully i can make some markers soon.

Just wished there was a "createmarkerSide" commando, there is "global/local" i want a global side.

froggyluv
Apr 4 2007, 19:43
it isnt meant to be singleplayer.. normaly when we play we are like 3-4 players that use the commander menu. So we dont spend so much time really, but YES. I will see what I can do to get next version with "ai commander" on both sides.
Than who's been spanking me in SP http://forums.bistudio.com/oldsmileys/huh.gif

This design is loads of fun and i hope the SP stuff comes thru

Bug- Noticed when I tried to order a chopper at Paraiso Intl' it refused saying i could only order at an Airfield - which is where I thought i was... http://forums.bistudio.com/oldsmileys/whistle.gif

Georilla
Apr 4 2007, 20:05
I've finished my edited version. Ready to be uploaded.
Haven't had time to test it properly yet, so I have to see this weekend.

Though there's just one problem.... Where can I upload such a file? http://forums.bistudio.com/oldsmileys/confused_o.gif

granQ
Apr 4 2007, 21:55
it isnt meant to be singleplayer.. normaly when we play we are like 3-4 players that use the commander menu. So we dont spend so much time really, but YES. I will see what I can do to get next version with "ai commander" on both sides.
Than who's been spanking me in SP http://forums.bistudio.com/oldsmileys/huh.gif

This design is loads of fun and i hope the SP stuff comes thru

Bug- Noticed when I tried to order a chopper at Paraiso Intl' it refused saying i could only order at an Airfield - which is where I thought i was... http://forums.bistudio.com/oldsmileys/whistle.gif
we workign on that one. Infact we had a script we thought already solved the bug but it didnt.

You can buy choppers anyway, under the vehicle list there is a box that says "deploy to present location", something like that. Click it and select paraiso airport.

EDIT. Made the markers (not in the script yet). Not sure if we should add the text or not, what you guys think?
http://kpcti.granq.se/files/markers.jpg

Georilla
Apr 5 2007, 18:25
I like them http://forums.bistudio.com/oldsmileys/smile_o.gif, they look realistic http://forums.bistudio.com/oldsmileys/wink_o.gif

But don't use the text on the markers, just place the text in some kind of notes.. so we can look on it to see what is what

granQ
Apr 5 2007, 20:18
I like them http://forums.bistudio.com/oldsmileys/smile_o.gif, they look realistic http://forums.bistudio.com/oldsmileys/wink_o.gif

But don't use the text on the markers, just place the text in some kind of notes.. so we can look on it to see what is what
roger, will add it to the briefing.

Testing version 0.113, also the economy works better now and added a engineer that clears up the vehicles. (untested in MP, but works nice in SP)

Georilla
Apr 6 2007, 09:06
Great, can hardly wait http://forums.bistudio.com/oldsmileys/yay.gif

Iron+Cross
Apr 6 2007, 09:37
NICE!

granQ
Apr 6 2007, 17:25
waiting over.. go to http://kpcti.granq.se and download new update.

Thanks for the feedback about markers. This is included in the new addon and briefing.

http:///kpcti.granq.se/images/briefing.jpg

Georilla
Apr 6 2007, 18:06
waiting over.. go to http://kpcti.granq.se and download new update.

Thanks for the feedback about markers. This is included in the new addon and briefing.

http:///kpcti.granq.se/images/briefing.jpg
Nice, gonna test it right now! http://forums.bistudio.com/oldsmileys/wink_o.gif

Btw, the picture doesn't seem to work.

granQ
Apr 6 2007, 19:41
works for me.. both in my post and in the reply?

Georilla
Apr 6 2007, 20:03
Hmm, that's weird it's just a white box with a red cross in it for me.

Anyway, I've been testing around a bit. And I like the markers, now I know what they are my troops are doing http://forums.bistudio.com/oldsmileys/pistols.gif .

I've been adding all the stuff I've add before in the editor and my current results compared between US & SLA forces are the following from the start of the game:
           
                    US       /       SLA

Money:          79.25            69.7
Industrial:       26                30
Logistic:          22                24.8

As you can see, the US are much more rich then the SLA. But the SLA have a more powerfull Industrial and Logistic force.
While I was tweaking, I've been thinking. This might be quite realistic. Cause It isn't realistic when 2 countries earn the same.

If you have a bit of knowledge about the Northern part of Sahrani. You remember seeing allot of Factories. So it's obvious the SLA hold a larger Industrial force.

At least thats how I see it from my current personal version http://forums.bistudio.com/oldsmileys/wink_o.gif . Or how do you see it from your point of view?

Georilla
Apr 6 2007, 20:32
I've found something you can't really call a bug.

- Your Friendly AI Commander sends units alright, but I don't see his markers on the map?

granQ
Apr 7 2007, 00:07
I've found something you can't really call a bug.

- Your Friendly AI Commander sends units alright, but I don't see his markers on the map?
nope, not in this version was thinking of adding but couldnt find time before the deadline.

Right now you only see the markers of units you sent, not the ones on your side (again, waiting for createmarkerSide command).


about the resources, we made it 100% fair to start with.

Right now we know we will add more points later on. Its a balance issue. Its not fun if you doesnt seriously affect you and it is at the same time not fun if you lost the game once the enemy got hold of 75% of the all "zones".

So this is early version, before the release we had all over the island but to be honest. We just played a game against the computer twice now and 3 hours is the time it takes to win for the way we play so it "suits" me.

Thats why I am looking more at adding more features now and leaving the "design" for a while.

Playing the game with diffrent type of people change everything, first game today we had almost zer "logistics" left and no talk, second game we bought more and more units but still had plenty of cash because team talks helped us avoid getting killed.

So its hard to say whats good balance.. thanks for your input, and I hope you keep testing and saying your results. (already used your marker breifing idea).. but for now I wont change it for next version (Well adding a few more places.. not much).

Think i will try make the ai smarter for next version, infact our "todo" list is kinda small now.

Mike@Uk
Apr 7 2007, 00:19
Hi, I've started to add static AI Defences (mainly for the AI vs AI as I find it too easy to just load up a transport and paradrop over the enemy Airport with little resistance) made up of some of the BIS setup, eg the Front line south of Corazol and some new things, and also AI patrols of things like Fighter Sweeps over Allied territory and town patrols.

I was wondering if having these AI would have an adverse affect on MP (Other than Lag, obviously http://forums.bistudio.com/oldsmileys/nener.gif ) and if it'd still work ok on LAN with myself and 2 AI commanders.

granQ
Apr 7 2007, 08:27
I was wondering if having these AI would have an adverse affect on MP (Other than Lag, obviously http://forums.bistudio.com/oldsmileys/nener.gif ) and if it'd still work ok on LAN with myself and 2 AI commanders.
well, go ahead and try http://forums.bistudio.com/oldsmileys/smile_o.gif

What i want to do now for the next version (totaly agree its too easy now) is to make the ai to build more defence at diffrent locations and more infantry.

Speeeedy
Apr 7 2007, 09:01
Must say i enjoy the mission specially for such an early version http://forums.bistudio.com/oldsmileys/smile_o.gif. This was something i was looking for in CTI for a long time.

So keep up the good work and i hope you can make the AI more advanced (strategicly) Because that would give an awesome experience.

Mike@Uk
Apr 7 2007, 12:46
Got a Hypothetical Question about the way all this works.

I'll understand if you don't know or if it's just crazy talk.  http://forums.bistudio.com/oldsmileys/tounge2.gif

Is it possible to convert this to AI vs AI in pure singleplayer so you can save the game etc and come back later.

And to that end would it be possible to combine this with one of the Dynamic Campaign missions and have generated missions based around Attacking/Defending Towns with the Dynamic AI Commanders in the background or even missions to destroy SAM sites and destroy enemy supplies that reduce their collected IC to 0 etc, for a true Dynamic Campaign?

Edit:

I found a problem with adding AI Defenders etc which is that they drain the Economy from the start, but I guess it's not too hard to increase the base Income so that it balances out.

granQ
Apr 7 2007, 13:24
Got a Hypothetical Question about the way all this works.

I'll understand if you don't know or if it's just crazy talk. http://forums.bistudio.com/oldsmileys/tounge2.gif

Is it possible to convert this to AI vs AI in pure singleplayer so you can save the game etc and come back later.

And to that end would it be possible to combine this with one of the Dynamic Campaign missions and have generated missions based around Attacking/Defending Towns with the Dynamic AI Commanders in the background or even missions to destroy SAM sites and destroy enemy supplies that reduce their collected IC to 0 etc, for a true Dynamic Campaign?

Edit:

I found a problem with adding AI Defenders etc which is that they drain the Economy from the start, but I guess it's not too hard to increase the base Income so that it balances out.
actually i was thinking about this aswell.. i never do much "singelplayer" but I know some scripts wouldnt start.

Mike@Uk
Apr 8 2007, 00:35
I tried to add static AI Defensive setups to all the capturable towns but it brought the performance down too much and used up too may group slots, so in the end I just increased the ground defences of the two main Airports (Paraiso Int. & Pita) and also set up each side with a static S.A.M system which should make it harder for the enemy to paradrop onto thier Airport etc.

The North has more S.A.M Batteries as it's more Militaristic but alot of them are in the hills so it's possible to fly below their arc of fire.

The only problem is the S.A.Ms only have 3 missiles so the coverage runs out pretty fast.  http://forums.bistudio.com/oldsmileys/banghead.gif

I've made a template of the Airport Defences / S.A.M setup so that it can merge ontop of the main mission, so if you want to have a look at it I can upload it somewhere and send you the link.

S.A.M Coverage Map (http://img204.imageshack.us/img204/6338/samchartdc4.jpg)

http://forums.bistudio.com/oldsmileys/goodnight.gif

colligpip
Apr 8 2007, 11:42
could there could be an adodn free version - I think more peeps would play it if there was an addon free one as well.
As i think this is one of the best missions out there. BUt everybody seem to be playing berzerk or that evolution at the moment.

fardwark
Apr 8 2007, 12:14
Well, we could make it addon free, but then we'd have to take away a lot of the features.

We could probably work around skipping the Be32 and letting the paratroopers be deployed in some other way.
If we skip the UAV, we have no suitable replacement, so no UAV functionality.
We also have the custom markers as an addon, so we'd have to skip those too.

Then we have a lot of config tweaks for the original units, such as No-Radar versions of most of the vehicles, Vulcans and Shilkas with non-broken configs (that will let them actually engage targets correctly, this will be fixed in a future patch so we can skip this after that) and so on.

If we make it completely addon-free, you will be playing with a subset of the mission, not the real mission. I doubt it would be as fun.

Also, it's free-for-all, anyone is free to make an addon-free version of the mission and release it. Ours will probably keep the addons however.

colligpip
Apr 8 2007, 15:34
OKay I will have a go at taking the addons out myself. I was playing it this afternoon and the amount of poeple trying to get in was silly - the no addon message was always in the text. In the end had a really good game with 2 or 3 peeps managed to win as well. I agree the addons do make it better its just annoying when you see servers full with other lesser missions.

granQ
Apr 8 2007, 15:41
its just annoying when you see servers full with other lesser missions.
with other lesser missions.

i just loved this =)

motivation boost for next version rised with 147%

Turkmenbashi
Apr 8 2007, 15:44
granQ: Excellence In Mediocrity

:P Liking KPCTI myself although I haven't actually played all too much of it. http://forums.bistudio.com/oldsmileys/crazy_o.gif

Georilla
Apr 8 2007, 16:13
KPCTI is brilliant when played with the beta patch http://forums.bistudio.com/oldsmileys/notworthy.gif .

One thing I recently noticed when playing on the SLA side:
-Paratroopers are not marked on the map when on the ground (ordered by myself)

---

I just wish, the server would play this.. since I haven't found a single Dedicated one... http://forums.bistudio.com/oldsmileys/confused_o.gif

granQ
Apr 10 2007, 11:49
Fixed the marker stuff so you see all friendly sam sites, no matter if a friend or AI bought it.

Yet to fix so each player has a marker with his name.

Tweaked the ai little, think it will be a bit more agressive now.

Need to see if I can find include some advance ai behaviour script on the "unit level". Maybe urban patrol script.

granQ
Apr 17 2007, 14:53
New version released.

Speeeedy
Apr 19 2007, 15:12
It appears that the AI gets stuck in Corazol. I don't know if the east side has the same problem. (I did come across very little resistance) But the AI on the west side makes dozen of vehicles that dont move. See the screenshot

http://www.speeeedy.com/stuck.jpg

^NMG^GeneralAssault
Apr 30 2007, 15:54
arma ai bug....they don,t cross bridges unless a player is in vehicle or in lead of close compact convoy. They have major problem with carozel and delores.

ViperMaul
May 14 2007, 18:52
Bravo!!
This is a Hidden Jewel!!
An excellent start!!
Need more servers running this!

granQ
May 15 2007, 08:46
think i should do a addons free version to promote this mission more?

1212PDMCDMPPM
May 15 2007, 09:50
think i should do a addons free version to promote this mission more?
I guess it's a yes. At the moment, using addon in a mission is a sure way for it not to be played.

Addon control is so cumbersome that most don't touch it, myself included.

I want to be able to activate/deactivate them directly in the game and that the server will stream them if somebody is missing one when joining.

1.

colligpip
May 15 2007, 10:25
I played this mission a lot when you first made it - really good. But i really think you need to make an addon free version so it gets played online more. Its a shame it would lose some of the good stuff but i still think it would be very good. This mission is as good as rts4 by karrilion and we really need a change from evolution. So please can we have an addon free version.

ViperMaul
May 15 2007, 16:37
Exactly.

I have upload control of our dedi but because it require addons the dedi owner (who has been super busy) has not had time to set that up. Also we like to switch between other missions for variety but we like to verifysignatures which requires some extra admin stuff. So yes. Make an Addon Free version please.

granQ
May 17 2007, 14:20
ok, give me 1-2 days and I will post it.

d3dsh33p
May 17 2007, 14:24
thx, we just can't run addons atm, and or untill they figure out an easier way of sending them to the players from the game server.

rekster
May 17 2007, 16:34
Great, I will put the no addon version up at the 1-8th server when it comes out. http://forums.bistudio.com/oldsmileys/wink_o.gif

We tend to play no-addon missions so others can join with out worrying if they have the addons.

colligpip
May 17 2007, 17:15
looking foward to it. CAn you keep the uav in it tho. perhaps use somthing else similar - it was a good ingame sending up uavs and the artying the area.

granQ
May 17 2007, 21:16
looking foward to it. CAn you keep the uav in it tho. perhaps use somthing else similar - it was a good ingame sending up uavs and the artying the area.
UAV, SAM Sites will be hard to make without the addons and the russian paradrops with the Be32,the special made markers is a goner, so is the shilkas that actually fire on stuff going faster then 100 km/h.

But.. thats what you get. I might change the uav to a camel, to keep the function but its as lame as it can get.

Hopefully this can get more people to see the "beauty" of kp cti (know it still have alot of suckniess) and then maybe they try with the addons.

1212PDMCDMPPM
May 17 2007, 21:42
GranQ,
Yesterday I tried the addon, and only, version.

One improvement would be more documentations about what the different options are doing ("coop AI west", "disabled"...etc). I've seen AI in all version I've tested (including AI disabled). Also you should write somewhere we need to stick to the flag to get the menu, or near the 4 vehicules when we are at the main west base. I looked nearly 20 minutes to understand that... http://forums.bistudio.com/oldsmileys/smile_o.gif

I also notice some major vehicule spamming from both AI side at east and west corazol (I was the only human player in my test game).

Another weird thing: I buy a AT soldier, he gets at least 4 ammo for the M136. I'm buying the AT kit, I only get one ammo without the ability to get the ammo from fallen soldier.
Can't we take ammo in the field ? Can you make sure the AT kit has more than one rocket ?

Also, is there a negative value of money were we lose ? I specified a 3h game but it was finished far before 3h of gameplay. The "3h" are in ArmA time and not in real life ™ time ?

This mission has some great potential but either it needs a better doc or more time investment to get use to it.

The upkeep cost for everything would be really nice for example. I'm also assuming a destroyed toy (or soldier) doesn't have an upkeep cost.

Thx for this mission !

1.

granQ
May 18 2007, 08:12
GranQ,
Yesterday I tried the addon, and only, version.

One improvement would be more documentations about what the different options are doing ("coop AI west", "disabled"...etc). I've seen AI in all version I've tested (including AI disabled). Also you should write somewhere we need to stick to the flag to get the menu, or near the 4 vehicules when we are at the main west base. I looked nearly 20 minutes to understand that... http://forums.bistudio.com/oldsmileys/smile_o.gif

I also notice some major vehicule spamming from both AI side at east and west corazol (I was the only human player in my test game).

Another weird thing: I buy a AT soldier, he gets at least 4 ammo for the M136. I'm buying the AT kit, I only get one ammo without the ability to get the ammo from fallen soldier.
Can't we take ammo in the field ? Can you make sure the AT kit has more than one rocket ?

Also, is there a negative value of money were we lose ? I specified a 3h game but it was finished far before 3h of gameplay. The "3h" are in ArmA time and not in real life ™ time ?

This mission has some great potential but either it needs a better doc or more time investment to get use to it.

The upkeep cost for everything would be really nice for example. I'm also assuming a destroyed toy (or soldier) doesn't have an upkeep cost.

Thx for this mission !

1.
the AT thing, you played as west and m136 is a single use weapon. So this is a realism change we made, for ai we "spawn" the normal soldier without any script to change his loadout, thats why he got three.

The early end of the game could been that the east side didn't have enough money. Stuff like this need to be tested and improved, sometimes I don't know if things work or not because it basicly take me 3 hours to test a new script to see if it actually work as it supposed in the mission.

Upkeep is for every manned vehicle or soldier thats alive.


And yeap, sometimes the ai spamms alot of vehicles that doesnt move (bis bug with pathfinding i think) and sometimes empty (thats my mission bug when there is no groups for the ai to join.. working on it).

Documentation, well it got a briefing did you read it?

EDIT: version 0.114 released and also a addon free version.
check
http://kpcti.granq.se

rekster
May 18 2007, 10:22
The link at your web, still points to the addon version. http://forums.bistudio.com/oldsmileys/wink_o.gif

granQ
May 18 2007, 11:00
The link at your web, still points to the addon version. http://forums.bistudio.com/oldsmileys/wink_o.gif
ah you right, forgot about that http://forums.bistudio.com/oldsmileys/smile_o.gif

copy and paste isnt that smart all the time, fixed now.

http://kpcti.granq.se/files/KPCTI_v0.114_AddonFree.zip

1212PDMCDMPPM
May 18 2007, 12:46
GranQ,
thanks for the feedback.

To summarize the different points:

- M136: it's abonormal for the human player to get one ammo and not being able to get more on fallen soldier while the AI soldier get 3 shots.
You should sacrifice realism over fun here and give 3 shots to the human player too.

- vehicule spam: I'm pretty sure BIS pathfinding is causing some errors but I feel that the AI is spamming vehicule creation. Could you prevent the AI to buy vehicule if the spawning zone is not clear of friendly vehicule ?

- premature end of game: what is the condition ? what is the limit of negative budget you can go before losing ?

- upkeep cost: it really should be stated in the descritpion of the vehicule/soldier

- documentation: the briefing is far too small to descrive everything. Also the place to describe the different play options (i.e. server parameters) is not the briefing but on your web page.

Another question: are the vehicule at the main base respawnable ?

Thx,
1.

fardwark
May 18 2007, 13:03
- M136: it's abonormal for the human player to get one ammo and not being able to get more on fallen soldier while the AI soldier get 3 shots.
You should sacrifice realism over fun here and give 3 shots to the human player too.
Humans are about ten times better with regards to AT-weapon management than AI is, a human with 1 M136 is basically equivalent to an AI with 3 M136s.

And who says you can't take ammo from fallen AI? I do that all the time, works perfectly.

1212PDMCDMPPM
May 18 2007, 13:56
And who says you can't take ammo from fallen AI? I do that all the time, works perfectly.
I tried it at least two times in KP CTI and both time the M136 ammo disappeared on the corpse but did not appear in my gear (and future corpse http://forums.bistudio.com/oldsmileys/rofl.gif ).

1.

d3dsh33p
May 18 2007, 14:14
added the addon free one to the server... thx

Andersson[SWEC]
May 18 2007, 15:04
So, were are all the players and open servers??
Cant find any public servers. And no players.

Stickler
May 20 2007, 01:06
About the convoy idea:

-Is it possible to use the convoy as a sort of transportation for infantry. For example: Let's say you create a spawn point for new players or killed players at the harbors you were describing. How about having at any given time one or two convoys traveling between cities like a sort of mass transit system. Each convoy would have several accompanying vehicles such as: Ammo Trucks that can resupply soldiers and vehicles, several escorting vehicles like humvees, as well as the ability for human soldiers to "tag along" on these convoys if they want to get to another city. This would not only increase security for these convoys but also allow players to catch a ride to certain areas without having to purchase new vehicles to do so. These can also be those mobile spawn points mentioned earlier allowing players to spawn near important areas while still controlling where players can spawn.

-Also is it possible to create specialized or several specialized convoys such as ones that only go from spawn points to "secure" cities, another that travels from just behind the front line to designated staging areas outside cities to organize an assault, as well as a supply convoy (this can aid in your want to have a destructible economy) that go to cities that request ammo.

-Special note about supply convoys: Is it possible to create supply depots in certain cities from which these supply convoys will come forth? Only from these supply depots will ammo be replenished. And if so, is it possible to create small ammo depots in every controlled city, even deployable depots in the field, that must be resupplied by these convoys every so often, maybe when radioed in. If you clearly mark each kind of convoy (supply has many ammo trucks, repair trucks and maybe heavily guarded, troop transports have a lot of transport trucks and humvees, and front line convoys have many strykers and humvees,) then when an enemy force comes across a supply convoy then they will immediately understand that this is a priority target and either attempt to destroy it, or trail it to find the city that it is hoping to resupply then destroy it and know now that the current objective, the city, is dying or at least running out of supplies and therefore a simple siege can bring them to their knees. This type of specialized convoy system may also create another level of strategy giving players decisions on which convoys are of highest priority. Should we attack the convoy transporting soldiers, or attack the convoy transporting supplies. This also gives players the option to scout out convoy routes to plan for ambushes.

-I would say a counter to this would be randomizing or changing certain routes that have been effectively compromised by any ambush forcing the enemy to change his approach or recon all over again to find where and when these convoys are coming from. Also supply convoys may be purchasable making them a high priority target to attack and defend. I can see whole firefight erupting around these convoys because one team spent a lot of money on this convoy and the other spent a lot of time planning to attack it, or specialized roles in defending and attacking these convoys.

daikan
May 20 2007, 11:42
A couple of suggestions / bug reports:

1. Make it harder to capture empty or undefended flags
Right now its enough just to fly over a flag to capture it. There is no timeout and the trigger zone seems is too big.

2. Extend control of units after they have been deployed
Right now it's not possible to move a deployed unit to another location once it is deployed. They just stick to their location forever. It should also be possible to RTB deployed units in order to reduce expenses.

3. Make commander menu available via radio or at least at certain vehicles

4. Make spawn locations near flags
In some harbours (like West Corazol) you spawn 2-3 minutes away from the flag, which is somewhat annoying.

5. Some units have no map icon
For example theres no icon for SF Insertion Team. Maybe that's intentional to not overload the map, or maybe not http://forums.bistudio.com/oldsmileys/smile_o.gif

6. Selectable origin for all deployable units
Some units that are deployable via commander menu dont allow to select their origin. For instance, if i'm deploying AIRCAV i'd like to choose wether they should move out from home base or some friendly harbour.

7. Add transport destination for home base
Once out in the field i can't return back to base using the transport menu system. Can be useful to meet up with other units.

8. Possibility to add waypoints when deploying units
Would be cool in order to avoid hot spots and allow for more tactical approaches to destinations and targets. Would also work around some AI pathfinding bugs (like bridges).

9. Deploying a SAM site with latest 1.07 beta causes server freeze
As soon the SAM site is being deployed i get the following error message:

Quote[/b] ]No entry 'bin\config.bin/CfgModels.default'
and i have to restart the server. The Be32 model works fine however. 1.05 has the same error message but game continues fine...

Otherwise: Thanks a lot for this great mission!

granQ
May 20 2007, 21:39
thanks for your comments daikan... its late, its the day after and so on so I just write some quick reply. (Stickler also thanks for your post but i haven't decided what i feel about it so don't want to respond yet).

1) For me its ok because it gives a reason why you need to keep troops in order to control a town so not enemy take a su34 and fly over all and wins. Also it gives the "balace" thing, how much troops should you keep in the rear that cost upkeep, probaly never fight but to prevent the other side to grab it too quickly. I think this adds to the mission rather then not.
HOWEVER. I might see if its possible (ofcourse it is but how easy) to make a delay between "captured" and "so secure you can order new soldiers/vehicles".

2), oh yes.. this been in since day one that we have to fix. Now I think I know how to do it aswell.

3) In next version it will most likely be possible to buy a "commander vehicle". I am not sure if we should extend that too "all" vehicles that have some sort of communication for gameplay. A motorbike will never get it.
A radio soldier has been discussed to be possible to add. We will see that would be later, but commander vehicle coming up.

4) Hmm, never heard about that. Always spawn "on" flag, will fix so it "reveals" the flag so you can start using the options on the same second you are there.

5) noted.. everyone should have.

6) Thats kinda decided it will not happen, a design, i can see your points but we like it this way. Its really only SF insertion and aircav/paratroopers we talking about here. (and uav).

7) will do.

8) we tried (fardwark), to do with alt shift stuff when you clicked on the map to add waypoints but didnt work out so good. With the "redeploying" control later you can do "manual" waypointing, its not so good but.. its what I got to offer.

9) yeah i know *blush*.. its been in there long, I know what needs to be fixed just been lazy. Guess if it crash dedicated servers its a major bug but for me its never been a problem. Will fix for next version..


Other stuff that I planned..

* remove dead bodies.. need to fix this to ease the server load.
* make a bulldozer vehicle so you can easily push other vehicles to clear up areas, dead vehicles that are in water will be removed to ease server load. (so you can basicly clear your harbours with the bulldozer, if that doesnt work you always have the ai engineer.. but he is kinda crap)

fardwark
May 21 2007, 07:17
As for 8), what fell apart was the broken nature of the onMapSingleClick command. You're supposed to be able to capture key states with it (shift and alt), and my splendid idea was that if you clicked normally (just left click) it would make a "final waypoint". If you clicked it with shift, it would make just a waypoint.

That way, you could deploy troops quickly if you wanted to (like hurrying to get out AT or AA defenses before an attack), but you could also take the time to plan their route.

But, the state was not captured correctly, I held the shift (or alt) key and left clicked and it wouldn't record that I had done so.

So there are some design issues to solve with that one, I really want it to be as smooth as possible. The only solution I can think of right now is that you can click on the map any number of times and it will record each click/position as a waypoint, and then you have to use an action (or click in a dialouge or whatever) "Dispatch troops" or something like that. And that's not as streamlined as I want it. I'll see what I can do though.

granQ
May 21 2007, 12:44
update in pictures today.

The redeploy menu, okey i know i know. Need a map thing to see what unit you selected really,but I ain't that good with dialogs, so this has to do. Atleast in this version. I guess someone that knows his shit would laugh or cry when they see how i solve stuff but its working.. and I don't know how to do it better.

Last picture shows a basic very basic modell by ugga, it wont get much better (model). Since, who cares anyway.. but i will try get some fancy textures on it.

granQ
May 22 2007, 18:53
0.115 released!

Download at:
http://kpcti.granq.se/files/KPCTI_v0.115.zip


******************
Version 0.115
******************

Fixes:

Header added to description.
Actions in harbour works right away after using "transport".
Dead bodies removed after 20 min.
Dead vehicles in the water are removed.

Tweaks and additions:

Now possible to redeploy groups.
Can use transport menu to get back to your homebase.
A number of vehicles can now be use commander options.
Added a bulldozer that can be used to push vehicles.

http://kpcti.granq.se/images/why_kpcti_owns.jpg

sdoc
May 22 2007, 18:58
So there are some design issues to solve with that one, I really want it to be as smooth as possible. The only solution I can think of right now is that you can click on the map any number of times and it will record each click/position as a waypoint, and then you have to use an action (or click in a dialouge or whatever) "Dispatch troops" or something like that. And that's not as streamlined as I want it. I'll see what I can do though.
You could capture every click as a waypoint, and check if two last waypoints are close to each other. If that's the case it will be the deploy postion for that unit.

This way two consecutive clicks of the player on the same spot will set it as destination.

daikan
May 22 2007, 19:32
Thx for the update, will try it out.

I take it the problem with SAM site crashing server is still unsolved?

Oh, and one more suggestion: How about to be able to hide the 'scoreboard' (money window). Its very annoying to fly choppers with 1/4 of the upper left screen covered with that info all the time.

daikan
May 22 2007, 20:06
The spawn location for units in East Corazol is bad because AI controlled vehicles can get stuck at a tree forever very easily (especially trucks). This is with 1.07 beta.

granQ
May 22 2007, 22:10
Thx for the update, will try it out.

I take it the problem with SAM site crashing server is still unsolved?

Oh, and one more suggestion: How about to be able to hide the 'scoreboard' (money window). Its very annoying to fly choppers with 1/4 of the upper left screen covered with that info all the time.
sam site should be fixed.

Score board, good suggestion..

daikan
May 23 2007, 00:20
sam site should be fixed.
well.. not for me.

i just tested it with 1.07. i dont get the error message anymore but still, the server freezes and crashes.. http://forums.bistudio.com/oldsmileys/sad_o.gif

granQ
May 23 2007, 00:27
sam site should be fixed.
well.. not for me.

i just tested it with 1.07. i dont get the error message anymore but still, the server freezes and crashes.. http://forums.bistudio.com/oldsmileys/sad_o.gif
this happens when you place the sam site, can you get the report file?

dont have a dedicated machine to try my mission/addons out on.

daikan
May 23 2007, 00:44
this happens when you place the sam site, can you get the report file?
yes, apparently this happens on dedicated servers only.

i cant find any report file on the server. where and when is it written? i only have a net.log, which isnt very helpful i think.

i'm not exactly sure if the server crashes completely, most of the time it just seems to overload and i get like 0.01 fps on the client. i let it run for 15 min hopeing that it recovered - but that doesnt seem to happen. i've never seen that in any other mission. very strange.

ViperMaul
May 23 2007, 00:57
Thanks to the addon free version we immediately got 18 people on and did a quick 30 minutes game. My team loved it though admitting it took some getting used two. It would be great if we had an option for a Commander and a Co-Commander slot for use Team vs Team players. Its GREAT to take a town and spawn AI to guard it as well as your back points and move forward to the battlefront.

The other team didn't like it also admittedly the first time playing it. But they love RTS an they say "this one didn't flow as well". I'd like to know more what that means. But I think we will play them again on RTS and then we will force them to play us on KP CTI.

Excellent game even without the addons.

I heard you had removed the radar from the attack helos?? How did you do that without the MOD tools? Did you achieve the goal in the area of balance you were trying to achieve?

gL33k
May 23 2007, 04:39
question :

what about AI , is it working ? and good is it ?

granQ
May 23 2007, 09:02
question :

what about AI , is it working ? and good is it ?
it is working.. but it isnt that good. I wanted to find a balance between "keep buying stuff" and "save money to afford tanks, sam sites".

daikan, since I dont have a dedicated server, i dont know but for arma it is in:
C:\Documents and Settings\Daniel Granquist\Local Settings\Application Data\ArmA\

Daniel Granquist is ofcourse replaced with your name.


ViperMaul, did the other team loose? That might been what made them think it was "unfair, unbalanced" and so on.
I really recommend the addon version. UAV, Samsite, Be32 cargo plane, special balance when it comes to radars. I never liked how you can spot enemy well hidden tanks on your "radar" as commander in a tank. So i removed that, I also hate how you can do the same thing with lock on shilkas and take out all air defence without "skills". Thats why shilkas now are "invisible" on radar, a good pilot/gunner can still take them out with guns or ffar, but it won't happen to often.

To do this is just config stuff, doesnt need mod tools for that. Notepad works fine, and I am very happy with the balance, its better challenge for all and it really want you to keep a front line.

See if I can get a 0.115 addon free version out aswell, fixed a number of the stuff you guys wanted.

daikan
May 23 2007, 11:32
daikan, since I dont have a dedicated server, i dont know but for arma it is in:
C:\Documents and Settings\Daniel Granquist\Local Settings\Application Data\ArmA\

Daniel Granquist is ofcourse replaced with your name.
couldn't find any report file. i guess the server either crashed real hard or it didn't crash properly http://forums.bistudio.com/oldsmileys/yay.gif

anyway, it would be good to know if other people are experiencing the same problem on dedicated servers 1.07+ using the addon mission. maybe my config is just messed up but i doubt it. could also be that running the server in beta mode is not compatible with the addon in some way.

granQ
May 23 2007, 14:15
daikan, since I dont have a dedicated server, i dont know but for arma it is in:
C:\Documents and Settings\Daniel Granquist\Local Settings\Application Data\ArmA\

Daniel Granquist is ofcourse replaced with your name.
couldn't find any report file. i guess the server either crashed real hard or it didn't crash properly http://forums.bistudio.com/oldsmileys/yay.gif

anyway, it would be good to know if other people are experiencing the same problem on dedicated servers 1.07+ using the addon mission. maybe my config is just messed up but i doubt it. could also be that running the server in beta mode is not compatible with the addon in some way.
i only run in 1.07 with latest beta patch. Do you have any other addons?

See if i can get my hands on a dedicated server and try it out.

anyway, got some more motivation today.
New changes on the groups, you know start in the base instead of corazol. Some adjustments on cities.. biggest thing, its now possible to destroy a number of "strategicpoints" to prevent the enemy to get resources from it.. so if you can't capture bangago, why not move some artillery in postion and take it out..

rekster
May 28 2007, 14:59
Finally had a chance to try out ver .114 no addon. I put this up at the 1-8th Dedicated Server.

I first want to say I do really like this. Plenty of action, which people like and want.

Some changes / stuff I would like to see added.
1.) Weapons / Gear menu. Would like to be able to creat my own kit and save it. I honestly do not like the default kits. (I want my AT and ACOG)
2.) Add Dr_Eyeball Team Status Dialog. I have used in Evolution, and find it will only add to your mission.

Some bugs I saw:
- Had a player join West while game was in progress and he spawned in the water.
- Had a player join East while game was in progress and he spawn at East Carozal, even though West had control of it.
- While at the Main West Base Island, I saw AI spawning UH-60's and then fly west over the water and off the map.

While I am sure the addons are great, I want to stay with no addons. I plan to keep the 1-8th Server Addon Free for now. It gets to confusing for people to join, and figure out what addons your server may be running.

Keep up the good work, and look forward to future versions of this mission / map

granQ
Jun 2 2007, 07:17
Finally had a chance to try out ver .114 no addon. I put this up at the 1-8th Dedicated Server.

I first want to say I do really like this. Plenty of action, which people like and want.

Some changes / stuff I would like to see added.
1.) Weapons / Gear menu. Would like to be able to creat my own kit and save it. I honestly do not like the default kits. (I want my AT and ACOG)
2.) Add Dr_Eyeball Team Status Dialog. I have used in Evolution, and find it will only add to your mission.

Some bugs I saw:
- Had a player join West while game was in progress and he spawned in the water.
- Had a player join East while game was in progress and he spawn at East Carozal, even though West had control of it.
- While at the Main West Base Island, I saw AI spawning UH-60's and then fly west over the water and off the map.

While I am sure the addons are great, I want to stay with no addons. I plan to keep the 1-8th Server Addon Free for now. It gets to confusing for people to join, and figure out what addons your server may be running.

Keep up the good work, and look forward to future versions of this mission / map
yeah i understand that (wish to keep the it addon free).

We played with a 0.117 version now, still got alot of bugs ofcourse but its getting better. Will try to get a addonfree version of that one this weekend.

Weapon kits won't change, this because i don't like the "m21/law, svd/rpg" syndrome from OFP: Maybe I add a marksmans kit (even if there is a sniper and heavy sniper kit) but I love more the "grunts" feel. However, I don't mind if people edit my mission and release it.. so go ahead.


Whats Dr_Eyeball team status dialog? Any url for that?

Foxhound
Jun 2 2007, 16:48
Whats Dr_Eyeball team status dialog? Any url for that?


Dialogue framework (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=71;t=62966)

http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Dr_Eyeball
Jun 7 2007, 10:41
Finally got around to trying this mission out. Very nice work, quite complex to start with and has heaps of options.

It certainly needs some better promotion with a few screenshots in the first post of a sample map section, all dialogs and the briefing. This would allow users to realise it's scope.


What's Dr_Eyeball team status dialog? Any url for that?
Link: <span style='color:maroon'>Team Status Dialog</span> (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=71;t=60075) (new ver 1.1 due out in a few days). It basically allows you to view all the stats for all groups and vehicles on your team. It also has group joining capabilities.

@<hidden> nino Foxhound: The Dialogue Framework is a different project.

Foxhound
Jun 9 2007, 11:33
@<hidden> nino Foxhound: The Dialogue Framework is a different project.
Oeps, indeed.

I shouldnt post so early, but instead drink my coffee http://forums.bistudio.com/oldsmileys/banghead.gif

granQ
Jun 13 2007, 14:07
added the dialog now (copied the scripts and such), don&#39;t know when I will release next version.

Right now:

******************
Version 0.117
******************

Fixes:

Sam sites works better.

Tweaks and additions:

Planes/choppers now got a warning sound for incoming missiles.
AI now buys choppers.
Included Dr_Eyeball&#39;s Team Status Dialog.

Comradesniper
Jun 26 2007, 14:50
Eh, I have a problem with version 0.116 (the latest on your website?). I can&#39;t see some of the weapons on the east side. The AK74 and silenced AK74 don&#39;t appear when selected from the kit menu. You just fire bullets out of your chest. How can this be a missing addon? These work fine in other missions that use the East.

EDIT found the problem

I also had your BTR80 and Alouette installed from your files page. It was screwing up all of my AK74 models and M16s in my game.

nubbin77
Jun 26 2007, 22:22
I really like this CTI mode the best. I&#39;d like to tweak this mission some. Are there any updates imminent?

Iron+Cross
Jul 2 2007, 16:03
Yeh Cool stuff champing at the bit for more updates CARRY ON THE CTI TORTCH&#33;

nubbin77
Jul 6 2007, 01:23
I believe there are issues with this script.


player/commanderOrdered_Mech

I&#39;m getting a zero divosor error related to this script. If its the first thing I build the bmp will appear but will not move to its target. If its the 2nd thing I build, I get a zero divisor error. It appears to be partially functioning, but the ai isn&#39;t working it wouldn&#39;t seem. Can you take a look and confirm if its just on my computer? Just start a match and try building a mech unit right away, see if it moves. Then try building a 2nd one, see if any errors occur. Thanks&#33;

Kroky
Jul 6 2007, 10:41
Any working download link for this mission?

granQ
Jul 10 2007, 08:53
I believe there are issues with this script.


player/commanderOrdered_Mech

I&#39;m getting a  zero divosor error related to this script.  If its the first thing I build the bmp will appear but will not move to its target.  If its the 2nd thing I build, I get a zero divisor error.  It appears to be partially functioning, but the ai isn&#39;t working it wouldn&#39;t seem.  Can you take a look and confirm if its just on my computer?  Just start a match and try building a mech unit right away, see if it moves.  Then try building a 2nd one, see if any errors occur.  Thanks&#33;
i might have fixed this already but not uploaded.. there been alot of errors.. also noticed that arma deletegroups correctly,but when deletemarker it doesn&#39;t "delete" it, just remove the marker. So you can&#39;t create a marker with the same name.. sucks.

anyway, haven&#39;t done much on this but getting tired of coop evolution so think i will play this later this week.. which means i will fix more stuff/add new features.

Col.Flanders
Aug 12 2007, 23:07
Hi,

I&#39;ve been trying this mission out and I&#39;m intrigued but a little confused. I skimmed through the manual and readme but they didn&#39;t give me the info I need:

Ok, firstly I see that you can do your ordering of vehicles and commands etc. from the harbour bases (non-flag bases). How, exactly do you do this?

Then, I&#39;ve been having trouble getting my troops from the main base to where I want them. I select the troops I want from main base with &#39;soldier menu&#39;, then I give a &#39;transportation menu&#39; order. The guy runs up to the UH-60 and says &#39;roger&#39; and then runs away. Immediately my character says "####, I need a radio&#33;"
http://forums.bistudio.com/oldsmileys/huh.gif What does this mean? How do I get one?

I know I&#39;m probably doing something stupid here because I don&#39;t see anyone having these problems but any help would be appreciated.

-thanks.

P.S - Our local server is in desperate need of a map like this so I&#39;d really like to get this going&#33; Looks great

Col.Flanders
Aug 13 2007, 14:28
Bump&#33; - read as &#39;help&#39;&#33;

granQ
Aug 13 2007, 14:39
hmm, new version to be released this week sometime, then i will reply to your questions: now sleepy.

gL33k
Aug 13 2007, 15:48
Hi,

I&#39;ve been trying this mission out and I&#39;m intrigued but a little confused. I skimmed through the manual and readme but they didn&#39;t give me the info I need:

Ok, firstly I see that you can do your ordering of vehicles and commands etc. from the harbour bases (non-flag bases). How, exactly do you do this?

Then, I&#39;ve been having trouble getting my troops from the main base to where I want them. I select the troops I want from main base with &#39;soldier menu&#39;, then I give a &#39;transportation menu&#39; order. The guy runs up to the UH-60 and says &#39;roger&#39; and then runs away. Immediately my character says "####, I need a radio&#33;"
http://forums.bistudio.com/oldsmileys/huh.gif What does this mean? How do I get one?

I know I&#39;m probably doing something stupid here because I don&#39;t see anyone having these problems but any help would be appreciated.

-thanks.

P.S - Our local server is in desperate need of a map like this so I&#39;d really like to get this going&#33; Looks great
you must be near the flag.
then action will be available. you can&#39;t acces to commander menu from any flag i think. all radio station can&#39;t give you any remote action.

Col.Flanders
Aug 13 2007, 17:01
Ok&#33; A step in the right direction...will give it a try, thanks&#33;

GranQ-looking forward to the update. http://forums.bistudio.com/oldsmileys/smile_o.gif

gL33k
Aug 13 2007, 17:04
see my edit &#33;

Col.Flanders
Aug 13 2007, 22:53
Alright&#33; Finally got somewhere...was a lot of fun, very cool&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Although I squandered my funds big time. http://forums.bistudio.com/oldsmileys/crazy_o.gif

I was ordering artillery units and every time the ammo truck came along (East Corazol) he would get stuck on a tree. I did this 3 times because when I unstuck him myself, nothing seemed to happen. Next thing I had this field of artillery guns at the ready and not a cent to pay for the ammo. http://forums.bistudio.com/oldsmileys/tounge2.gif

Still didn&#39;t get a "radio" but at least I could do stuff from the harbour.

Col.Flanders
Aug 14 2007, 13:53
GranQ -

I was wondering...in your future release, are there going to be more slots for human players? It&#39;d be great to have at least 32 available slots .........per side. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

The ability to join a human player&#39;s squad would also be awesome. (if it&#39;s not already there - I&#39;ve been testing offline.)

Look forward to next release. http://forums.bistudio.com/oldsmileys/smile_o.gif

Col.Flanders
Aug 20 2007, 16:16
This radio thing...

How does this work? I&#39;m gathering this means there is a way to remotely access the command menu etc.? I hope so because that would make it the business. Even if it meant that only one guy per side could access the command menu remotely. (sorta like a commander)

I&#39;m really enjoying this CTI. I think it&#39;ll be better with a full server of human players but we still don&#39;t have it hosted on our server so I&#39;ve just been playing it offline for now.

EDIT: Sorry, I, like a numbskull have been playing with an old version. - Will check latest version ASAP. http://forums.bistudio.com/oldsmileys/whistle.gif

granQ
Aug 26 2007, 09:04
i had a kickass week, moved to a "student ghetto". People from all over the world, its like internet but irl and with alcohol.

In other words.. haven&#39;t done any editing last week.

Good to see people still enjoy it... it will take some time to make it "perfect" but with your support i won&#39;t forget.. its always in my mind, but not always time in my hands.

Col.Flanders
Aug 28 2007, 11:01
Cracking GranQ, sounds...psycadelic&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif


Ok...so I&#39;ve been playing this quite a bit on lan but with only one other person. We&#39;ve been playing as west on &#39;co-op AI East&#39;. I got the xxxx6 version but strangely it lists it in-game as xxxx5?

I&#39;ll be honest, as much as I like this mission (and I really do), the shortcomings of the ai become glaringly obvious here. I&#39;ve had the biggest nightmares trying to get units across the map. Inevitably something always gets stuck in Corazol. Also, the MBT platoons as well as AT (TOW hummer) DO NOT target and fire at enemy armour. If I order a M1A1 and place my own ai inside, the tank gunner NEVER fires on enemy vehicles unless it&#39;s with the machine gun. If I command him to switch to sabot, he won&#39;t shoot unless I specifically tell him to target and attack any given vehicle. Am I doing something stupid here? Never really had this problem. The gunner always appears to have his sights pointed up in the sky. The barrel of the tank is always aimed as high as it will possibly go.

GranQ - this is my wishlist now that I&#39;ve had some playtime...

-Definitely definitely a radio for infantry or maybe the option to buy a "radio soldier"/ "radio kit". The vehicle thing works well but it&#39;d really be great to be able to access the radio through a squad member.

-The ability to get mines from the ammo truck. I don&#39;t see that option anywhere. I know you can call for a mine drop but most of the time those guys don&#39;t make it because of AAA. I&#39;d like to be able to place mines myself.

The mission is great though. I just hope to play with more players and less ai as they really are the dumbest @<hidden>&#036;^&s sometimes.

stegman
Aug 28 2007, 14:33
Sounds great, (I have yet to play it)

Look out for the &#39;original MFCTI&#39;, it&#39;s on its way. Mike Melvin is woking on it again.

Can&#39;t wait&#33; It&#39;s gonna knock Evolution for 6&#33; (I love that too mind, but i think MFCTI will dominate the servers for a long time.)
http://forums.bistudio.com/oldsmileys/yay.gif

Superball
Aug 28 2007, 16:15
Sounds great, (I have yet to play it)

Look out for the &#39;original MFCTI&#39;, it&#39;s on its way.  Mike Melvin is woking on it again.

Can&#39;t wait&#33;  It&#39;s gonna knock Evolution for 6&#33; (I love that too mind, but i think MFCTI will dominate the servers for a long time.)
http://forums.bistudio.com/oldsmileys/yay.gif
That&#39;s great to hear&#33; All I see is Evolution on the servers...we need CTI back http://forums.bistudio.com/oldsmileys/banghead.gif

ViperMaul
Aug 28 2007, 16:26
GranQ,

I am always watching for your next release.
Some time next month I plan on using your scripts in my project only with your permission of course.

Also I have to at least look into what MFCTI has to offer. But at this point I love yours the best.

granQ
Oct 18 2007, 14:12
yo yo.. back from the dead.

Together with Dr Eyeball, a new version will be released hopefully on saturday. (Got exam on friday and shit like that).


We start with pictures, people love screens don&#39;t they.


http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/th_dlgTransport2.jpg http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/th_dlgCommander2.jpg

Transport (http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/dlgTransport2.jpg)
Weapons (http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/dlgWeapons2.jpg)
Commander (http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/dlgCommander2.jpg)


http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/th_dlgVehicles2.jpg http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/th_dlgSoldier2.jpg http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/th_EconomyScores.jpg

Redeploy (http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/dlgRedeploy2.jpg)
Vehicles (http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/dlgVehicles2.jpg)
Soldier (http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/dlgSoldier2.jpg)
Economy Scores hint (http://i111.photobucket.com/albums/n125/Dr_Eyeball/ArmA/KPCTI/EconomyScores.jpg)



Changes made:
- Added monetary/industrial/logistical costs to relevant lists.
- Added a mini map to any dialogs which are referencing locations
- For the Redeploy dialog, the mini map can be used for orders now
- Added new images to some of the dialogs (eg: Commander) plus icons for some lists.
- Adjusted the colour scheme, contrast and layout
- Made the score board easier to interpret
- Marked enemy town locations in red for each "Deploy to" list to show it&#39;s an invalid selection.



That what Dr Eyeball did.. hopefully we will also include the "I.C.E. Commander Interface." for a later versions.

Changes I made to the missions are the following.

Fixes:

- Small tweak to the mech unit script.
- Sam sites works better.
- AI now buys choppers.

Tweaks and additions:

- Planes/choppers now got a warning sound for incoming missiles.
- New system for gear selection, you now spawn as that class.


thanks again for the intreset... and remember, feel free to modify,make your own version and share your cool stuff with me. Thats the best way to improve it.

Commando84
Oct 18 2007, 14:20
sweet&#33; Yeah im also in a student ghetto&#33; http://forums.bistudio.com/oldsmileys/rofl.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
sometimes in class i get so tired i wanna start up arma and do mission editing http://forums.bistudio.com/oldsmileys/biggrin_o.gif boring times makes for great inspirations sometimes. Cant wait for the next version. http://forums.bistudio.com/oldsmileys/thumbs-up.gif

.kju [PvPscene]
Oct 18 2007, 16:26
Very nice granQ and team&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

granQ
Oct 20 2007, 14:36
0.117 version released&#33;

Download KP CTI 0.117 (http://kpcti.granq.se/files/KPCTI_v0.117.zip)

******************
Version 0.117
******************

Fixes:

Small tweak to the mech unit script.
Sam sites works better.
AI now buys choppers.
Marker for FARP didn&#39;t show on map.

Tweaks and additions:

Planes/choppers now got a warning sound for incoming missiles.
New system for gear selection, you now spawn as that class.
Included Dr_Eyeball&#39;s Dialogs.
New markers, UAV, Engineer and chopper.

Grinman
Oct 20 2007, 17:49
Do sam sites still bounce around crazily/never fire their third missile/kill their operators? or has that been fixed

granQ
Oct 21 2007, 01:19
Do sam sites still bounce around crazily/never fire their third missile/kill their operators? or has that been fixed
don&#39;t know.. please try and report back. the third missile i never heard about. The bounce bug i tried to solve but untested

frogg
Oct 21 2007, 10:35
Does anyone else have issues with the AI purchased Choppers in this latest version?

Basically they have no problem buying them, but the choppers just stay hovering at the location they were purchased (the starting areas).
I noticed when I died and respawned, there were 6-7 little birds hovering above the respawn point.
To see why the SLA were sending so few units at me, I switched sides, spawned as SLA, only to be "teamkilled" by the AI as a massive chain explosion of at least 10 Hips colliding. I guess they were doing the same thing - just hovering over the start location.

Mods running at the time (on both server and client) were MadMatts ArmA Effects, DM&#39;s Smoke Effects and Six_Tracers (with six_misc and extended init eventhandler).
Server was Windows Dedicated.
AI was set to both sides.

Grinman
Oct 22 2007, 01:17
Do sam sites still bounce around crazily/never fire their third missile/kill their operators? or has that been fixed
don&#39;t know.. please try and report back. the third missile i never heard about. The bounce bug i tried to solve but untested
I haven&#39;t tried the latest versions but editor placed sam sites used to get stuck on their last missile and eject their operator, who would take damage from it (wtf&#33http://forums.bistudio.com/oldsmileys/wink_o.gif, get in again, eject, take more damage, etc till he dies

granQ
Oct 22 2007, 13:13
Do sam sites still bounce around crazily/never fire their third missile/kill their operators? or has that been fixed
don&#39;t know.. please try and report back. the third missile i never heard about. The bounce bug i tried to solve but untested
I haven&#39;t tried the latest versions but editor placed sam sites used to get stuck on their last missile and eject their operator, who would take damage from it (wtf&#33http://forums.bistudio.com/oldsmileys/wink_o.gif, get in again, eject, take more damage, etc till he dies
http://forums.bistudio.com/oldsmileys/smile_o.gif

and frogg, yeah choppers suck sometimes. Always work it :/