thanks for that feedback! When i can get myself up on doing cutscenes I definitely see me adding some of that stuff in.
thanks for that feedback! When i can get myself up on doing cutscenes I definitely see me adding some of that stuff in.
For islands, would Fallujah
http://www.armaholic.com/page.php?id=12315
and Lingor
http://www.armaholic.com/page.php?id=10792
Also, for Zargabad, it tends to throw me way outside the map, such as along the outer edges, is there any way to change your spawn or teleport?
The mission randomly determines your starting point in the following manner...
- first finds a random point outside the normal bounds of the populated areas
- then searches back in towards the center, placing you around 500m from the furthest out "House" object
- when you start off your are already pointing towards the center of the map, so its really just 500m of moving till you get to "something/outskirts of town". I designed it that way for two reasons:
1. you are supposed to have been stranded at an extraction zone as you were escaping the country, so being out there makes some sense
2. all the dynamic building of the mission is running as you begin and happens in a area radiating out from the player slowly, so placing you in the 'middle' of the action has some bad effects when it comes to spawning enemies and camps. Most likely you will start off seeing stuff being built all around you and it will not be very immersive.
I hope you understand my reasoning here..
One thing that I could do, is provide the player with a civilian car at their extraction zone, like if you stole it to get there, or perhaps put one parked at the nearest house. Thus you have a way of getting to civilization a bit easier.
A car would be nice, thanks!
For me i personally like the non story aspect of it. As i mentioned before i use mcc to further customize the game to my liking. Sometimes i play it as intended sometimes i load up a team of sf units and start assaulting. It plays good either way. For ppl that want bases thats doable with mcc. I played the other day where i halo jumped into the middle of the map, airdropped supplies, and set up a base then played normally. Frankly i like that i can play it different ways. Maybe branching off and doing a more traditional mission with the same mechanics and a story/survival for ppl that want to go that route. It wouldnt take much to turn this mission into a sf team joining an insurgency which might attract a different audience. Although airdropped supplies would be necessary. But i would keep the support very limited. Ie no vehicles or artillery etc. anyway if its its not too hard you should consider making different flavors because little tweaks give it a whole new feel and you have a solid foundation for many scenarios. Ace compatibility would be awsome as well. For ppl who want to add this or that weapon, unit, or want to go crazy and have air support insertions etc pick up mcc its a lot easier than tweaking the mission itself, and i havent run into compatibility issues. Anyways im loving the new maps, awsome job so far, if you decide to go a diff route just keep this version available and im content.
Thanks for the feedback, some updates on things:
- will be testing the mission on Fallujah and Lingor over the weekend, i'm concerned with the houses, but if they're compatible, should have missions out on these soon.
- I'm testing a pretty agressive change to the setup of the code, where I'm moving pretty much ALL of the code to the ADDON, which should make maintaining all the island versions easy for me. It will probably also mean that further updates will require only downloading the addon portion of the mission, since very little is in the mission folder. We'll see
- And if i add some more story to the mission, i'll probably look to tie it to a single side task that then branches into the new content, which like RPG games mean, that you can just ignore the 'main quest' if you just want to play around the island killing baddies.
Heya.. I get a script error with what appears to be a Spoiler:
Its been seen only a few times and I have not run without ACE2 yet so It might just be that. I get the script error, and then on the map I can Spoiler:
but no other indicators about it. The Spoiler:
shows up just fine.
I will run without ACE2 and get back to you, but at least you can see it here.
You can have peace. Or you can have freedom. Don't ever count on having both at once.
-Robert A. Heinlein
its not ACE, its my mission. Trying to understand are you seeing a Hint popup or an actual scripterror message?
And then a question...
Spoiler:
ok i see the issue i think, will fix that in next version...
Last edited by markb50k; Apr 13 2012 at 17:51.
I have not searched the house and it is the black middle of the screen script error message. I will go for it if I see it on this play through.. I made a grievous error in trying to run right up into edge of zargabad.. I am now pinned down by multiple vehicle and a bunch of guys who don't like me.![]()
Question for anyone running ace. After i loaded a save i got a error that ran in a loop something about blackout. Has anyone else got this? I assume i saved when somone was knocked out. Maybe not.. ive played vanilla since but if nobody else is getting it ill chalk it up as a fluke and give it another go with ace.