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Thread: -= ZKs BattleZone =- 72 Player [CO-OP] - Warfare

  1. #211
    Yep... I've been having the all time greatest ARMA 2 moments I've ever had with this mission. Awesome work ZK!!

  2. #212
    Second Lieutenant GossamerSolid's Avatar
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    Is there no Combined Operations BattleZone for Chernarus?
    Last edited by GossamerSolid; Jun 15 2012 at 22:01.

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  3. #213
    Gunnery Sergeant
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    There is , just goto the params and select the factions you wish to use - select the CO factions -

    all missions can be played in CO and use CO units

  4. #214
    I have a problem with AI Build Delay setting.
    If I set it low, like 10 sec, then friendly AI builds troops fine but enemy AI builds buildings too fast, which makes it impossible to destroy their bases.
    If I set it high, like a minute, then I can destroy enemy bases if I put some effort into it, but friendly (and enemy) AI is just waaaay too slow to build it's units.

    Am I doing something wrong?

  5. #215
    Second Lieutenant GossamerSolid's Avatar
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    Quote Originally Posted by Zonekiller View Post
    There is , just goto the params and select the factions you wish to use - select the CO factions -

    all missions can be played in CO and use CO units
    Thanks for the Clarification.

  6. #216
    Gunnery Sergeant
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    I have a problem with AI Build Delay setting.
    If I set it low, like 10 sec, then friendly AI builds troops fine but enemy AI builds buildings too fast, which makes it impossible to destroy their bases.
    If I set it high, like a minute, then I can destroy enemy bases if I put some effort into it, but friendly (and enemy) AI is just waaaay too slow to build it's units.

    Am I doing something wrong?
    i will see what i can do in V6 as V5 is about to come out
    1 suggestion is to use a slower build time but add more bases as each side can have up to 4 bases - that will keeps lots of enemy on the map

    in V5 there will be town capture as well - so you will have even more enemys to kill as each town will end up with a static weapon and a small group of men patroling it

    its taking a lttle longer than expected as trying to ballance it with the new Betas so i will work well when 1.61 comes out

  7. #217
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    Looking forward to V5!

  8. #218
    Gunnery Sergeant
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    i will try and release a pre release version on the weekend - before the offical version - i just want to wait till some more betas get done as they seem to affect the ai a bit - but i am finding the betas make the overall game run better.
    i will try and do something with the NEW LOS commands but again that will have to wait till V6 and after 1.61 is complete.

  9. #219
    Gunnery Sergeant
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    I have released 2 Maps with the new BZ V5 enjoy

    UPDATE V5 - 24-6-12

    Fixed - Chute not always deleting.
    Fixed - Intro Sounds - Mission now totaly compatible with OA.
    Fixed - AI will move back into turrets when player moves to differnt position within the vehicle.

    Added - Town Capture. Captured towns have a small patrol and a static weapon.
    Added - Waypoints and Marker move to nearest road where possible.
    Added - AI Vehicles will now fill all turrets when return to base.
    Added - If turret unit is killed and units in cargo, Cargo units will fill turrets.
    Added - Player markers on the Respawn map .

    Removed - Call for Plane when using LaserMarker.

    Tuned - Re Compressed all sounds 1Mb smaller now.
    Re-work - YES - Lots of code enhanced.
    ----------------------------------------------


    The Missions So Far -=ZKs BattleZone=- V5

    -=ZKs BattleZone=- Takistan -- No Addons Just AO --
    DownLoad -=ZKs BattleZone=- Takistan


    -=ZKs BattleZone=- Isla Duala -- Addons - Isla Duala Map & AO-CO --
    DownLoad -=ZKs BattleZone=- Isla Duala

  10. #220
    First Lieutenant Kremator's Avatar
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    Excellent work. Thanks for the update !

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