Yep... I've been having the all time greatest ARMA 2 moments I've ever had with this mission. Awesome work ZK!!
Yep... I've been having the all time greatest ARMA 2 moments I've ever had with this mission. Awesome work ZK!!
Is there no Combined Operations BattleZone for Chernarus?
Last edited by GossamerSolid; Jun 15 2012 at 22:01.
Missions/Gamemodes - F.U.B.A.R. (WIP)
Mods/Addons - Green Sea Conflict (WIP)
Resources - ArmA 3 Notepad++ Syntax Highlighting
PC - i5 3570K | Gigabyte GTX 680 OC | 16GB DDR3
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
Last edited by Zonekiller; Jun 16 2012 at 02:17.
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 outI 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?
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
Looking forward to V5!
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.
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.
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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
Excellent work. Thanks for the update !