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Thread: [SP/MP] Dynamic Whole Map Missions by SaOk

  1. #121
    CWR² Developer SaOk's Avatar
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    Hello Kommiekat,

    you cant capture any areas in the mission, only to descrease or increase the amount of how many infantry/vehicle squads each faction can have, through your actions. I meant the mission to be more survival type - player is only a tiny part of the conflict with small effects until the last tasks. All AI units spawn and delete, they dont respawn, but there is always new stuff/life generateing (randomly inside certain radius, with random angle/fixed radius, or with selectbestplace function).

    For some time, you can have areas cleared, but the enemy flows back slowly like water. Randomly/dynamically there is more dangerous places and more peacefull places.

    I planned to add some locations to capture that the friendly factions could then populate (or I have one structure like that in late game, but it have basically no effect). I see if I will add some capture points for upcoming versions, but I try to keep them meanifull and in small doses. I wanted to have a much different gameplay than in the warfare where player(s) need to capture one by one all the cities and purchase stuff. This mission would be more story driven with relationship values instead of money. Still a lot to do.

    I have made some progress with next version, but not sure yet when to release it. I like to add much more, also do some new cinema (e.g. the current outro is terrible)
    Spoiler:

  2. #122
    Master Gunnery Sergeant Kommiekat's Avatar
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    Thanks for the reply.

    Just a little confused. I remember clearing a town and somewhere/somehow got a message that the civilians are much happier with the efforts I did for them.

    If that's so, I have no idea how that will assist me.

    If I'm wasting time and ammo "assisting" them, then it's better I stay in the woods/high ground and save my ammo.

    This seems not only survival, but basically hit-and-run tactical survival.

    Cheers

  3. #123
    CWR² Developer SaOk's Avatar
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    Sometimes there are insurgents in villages with hostages and massgrave. Saving the civilians increase relationship rating which make armed civilians to appear more likely to help you when in enemy contact. In next version the cars in villages will be also locked. Player locally need to do favors to unlock them (destroy marked enemy patrol/camp/vehicle or find a lost granny from woods). I try to add more small tasks like that.

  4. #124
    CWR² Developer SaOk's Avatar
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    SP Version 2.0 is released which REQUIRES GAME VERSION 1.61 or (1.60 with beta 94103 or newer). If you have CBA addon, the mission also features "TPWC AI Suppress (TPWCAS) by TPW && -Coulum- && fabrizio_T"-script. I will update the mission again at least when the new DLC arrives. See the first post for download links:

    Change Log:
    2.0:
    -THIS VERSION REQUIRES GAME VERSION 1.61 or (1.60 with beta 94103 or newer)
    -Added TPWC AI Suppress (TPWCAS) by TPW && -Coulum- && fabrizio_T (enabled if CBA addon is detected)
    -New russian harbour base
    -Added conversation system for friendly soldiers
    -Added civilian tasks (to unlock civilians cars in villages)
    -AI have now randonly mortars in camps and uses it against random enemies (thx rejenorst for idea, blakeace for spawned module template)
    -AI function improvements
    -Enemy can now update player´s position only with line of sight (+old conditions)
    -Enemy camps have randomly a static weapon
    -Random convoys
    -Friendly factions sometimes now commit assaults against enemy (while enemy isnt after player)
    -New dialog/scenery
    -Added random animations for civilians
    -Added fleeing civs when village is under attack
    -Many other tweaks/fixes/additions (Thanks for feedback)

  5. #125
    SaOk,

    this is a great mission. One of the best i've seen in 12 years.
    Still playing it.

    I'll tell the very few minor things are disturbing the immersion in my opinion:

    * Civilians wander around too far from towns at night. A bit innatural seeing people walk around in pitch black.
    * On the contrary towns are pretty desolate even on day, nobody around.
    * Once player is wounded and uncapacitated, with first aid active, 80% of times your medic prefers fighting and lets you die (it's a problem even in vanilla ArmA2 though)

  6. #126
    CWR² Developer SaOk's Avatar
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    Thank you , yeah I agree the civilian script could be better. I use the town/village name as center and spawn around it inside certain radius, but the villages have their own shapes. Should still tweak that more, maybe to add somekind of building check to get the most far building from center, then force all civilians stay inside the radius and make them be near the center more likely. I see what I can do.

    I have bigger life multiplier for towns/capital, but there could be more civs. I noticed just few days ago that the performance hit wouldnt be that much with much more civilians (spawned 120 grannies without much FPS hit).

    I rarely use the advanced first aid myself, the AI got worse to heal in some patch and it havent become any better after that.

  7. #127
    For spawing units somewhat near buildings you may use selectBestPlaces. It works quite fine, with low overhead.
    I agree advanced first aid is a mess. I wonder whether somebody will care to fix it

  8. #128
    Hello SaOk,
    thanks for the update!
    I´ve started with the new version and got this message after shooting with my m4:
    ASR DEBUG:gunshot hearing aid:reveald up to 50 meters

    Dunno what it means...

    Still playing the mission and it´s a blast; the new implemented tpwac still works fine - also all other mod/addons, in this case JSRS, CBA, TPWAC, ASR_AI and Blastcore_Visuals, are running without any problems.
    I agree with fabricius_T, the first aid drives me crazy too, because it´s a show stopper, if you wounded...

    The new tasks are great, well done mate, as also for this outstanding mission, because i can´t stop playing and like the awesome atmosphere.

    Cheers
    McLupo

  9. #129
    The new tasks are great, well done mate, as also for this outstanding mission, because i can´t stop playing and like the awesome atmosphere.
    Yes, atmosphere is the key. That's what lacks in 99% of missions and what concurs in making this mission superb, other than for high dynamicity and subtle touch (animals sound when you approach them, for example).

  10. #130
    CWR² Developer SaOk's Avatar
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    I used selectBestPlaces before, but when player was far from any villages, it spawned cvilians randomly anywhere. I then replaced it with the location command, but I could combine the selectBestPlaces again with the current system.

    That error message sounds like something from ASR_AI, but I keep my eyes open. I also play now with ACE+ASR+JSRS combination (but havent yet seen that error). For some reason blacklisting for conversation system wasnt working at somepoint and player could talk with joined team-mates and some error message from script using similar method. After loadgame the blacklisting worked again and havent yet got the error. Made some changes anyway to those scripts for next version.

    The ASR_AI seem to force the advanced healing system on (at least for AI units), not sure if its mod feature or is there a some weird conflict with my mission.

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