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Thread: [SP] Flashpoint: - Instant Action - Dynamic Missions - Release Thread

  1. #71
    Quote Originally Posted by Orcinus View Post
    Thanks; I got the point about the roads - what I meant was that given the low building density N of the river, I'll use even single houses, barns or sheds near roads.
    sorry mate I thought you meant random buildings without roads! I recall now that Podagorsk has lots of logging tracks in the North, before it gets really remote and rural in the Far North...



    case "fdf_isle1_a": {WORLD_STRING = "Podagorsk"; SPAWN_LIMITS = [6400,15200,3800,20400]};

    Just found that line still living in the init.sqf Those are the limits I chose when I made it ages ago... you can tweak them as required! Have fun




    On another note, just had some great intense fun playing my MP coop test version with my bro and a couple of others, we got repeatedly wiped out by russians especially Spetsnatz! No show stopping bugs so far, maybe I have finally worked out how to code a MP mission THe gameplay is really cool with the unknown factor and the possibilty of firing on friendly groups. Expect a more complete MP Coop soon.

    B

  2. #72

    flash point iron front ?

    hi Thomsonb

    do you think you will do a flashpoint version for iron front ?
    it would be amazing if you did.

    its great to see all the new features your adding to the missions mp will be superb.
    its funny i messed around with your missions myself for my own use awhile back and had respawn car bombs and random artillery strikes.
    its great to see a lot of these features being put into the missions.
    do you have iron front if not id consider buying it for you.

    thanks for the many hours of arma

  3. #73
    Gunnery Sergeant Kyle_K_ski's Avatar
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    Question A few ?s in RE to AI-in-urban-environment features...Ovaron...

    Hello thomsonb,

    It's been too long since I last played your superb uber-dynamic missions. I'm happy to see that you're still working hard on these gems, and I hope to play them again real soon.

    I say "soon" because, as of yet, I don't own BAF or PMC, and they're required for play. The ArmA II-only versions that you supply don't state whether or not they utilize the features from Combined Operations, which is the version that I own. Do your missions detect whether or not one's playing with a CO version of ArmA II, and, if so, does it integrate its features into the missions, or...?

    In regards to how the AI handles itself in urban-environments, the last time that I played, the infantry units really didn't take advantage of fighting out of the interiors of nearby structures. Has this been enhanced in the updates since then? The reason why I ask, is that I've come across various discussions (that I've yet to test myself due to real life issues) that seem rather conclusive that if one is playing ArmA II with SLX and Group Link 4 Special FX Edition, that one will reliably get some pretty terrifying encounters of urban combat. The first post linked below brings this up, and I've supplied a direct-hotlink to ChrisB's thread supplying images of the AI very effectively fighting out of structures...
    Post Mentioning Combination of SLX+GL4SFXE: http://forums.bistudio.com/showthrea...=1#post2181313
    Thread of Screenshots Proving the Above: http://forums.overclockers.co.uk/sho...ostcount=15564

    I can only imagine how nerve wracking battles would be if the above set of mods were to be combined with Robalo's amazing ASR AI mod and, perhaps even more importantly, TPWC AI Suppress v.2.06 (which is amazing to see in action).

    Part of the reason for why I mention the above urban-AI considerations, is if said features aren't integrated into your dynamic missions, do you think that they'd "break" your missions were I to try them with the above mods active, or...?

    Also, in regards to an island that would seem ideal for the type of dynamic missions that you're creating, have you considered Ovaron? You can find it here: http://www.armaholic.com/page.php?id...ghlight=OVARON The reason why I bring it up is that its features really stand out to me:
    --The overwhelming majority of the structures can be garrisoned
    --Lots of convincing waterways and bridges (it would be awesome to see combat from boats along with infiltration-by-boats handled by your more than capable hands)
    --In spite of the city/village names, the locations are believable due to the care and consideration that was put into designing the urban centers and surrounding natural environment

    When I load that island up in the Editor, I have a hard time leaving it.

    Thanks for your time and consideration!
    The two largest tank producers in Hitler's Germany were Opel, a wholly owned subsidiary of General Motors (controlled by the J.P. Morgan firm), and the Ford A. G. subsidiary of the Ford Motor Company of Detroit. The Nazis granted tax-exempt status to Opel in 1936, to enable General Motors to expand its production facilities. General Motors obligingly reinvested the resulting profits into German industry.

    ~From Antony Sutton's magnum opus Wall Street and the Rise of Hitler http://reformed-theology.org/html/bo...eet/index.html

    Considering how inferior American made tanks were compared to German ones, why didn't GM or Ford use their designs for their German tanks as a basis for America's military might? How many more lives could've been saved from needless slaughter had they done so?

  4. #74
    Kyle - I didnt read it all, but I wanted to inform you that PMC and BAF are optional. Not required.

    Thomson - I have no words to describe how happy I am to see the direction of this mission. Once MP is in, and 100% working, I would say that this mission SHOULD BE as popular as DayZ for us more military focused players.

    REQUEST: The option to spawn in as a reporter to like... follow around the troops! :3 Or I guess any civilian. Just to watch the war. :3

    Also, having a bit of an issue. I am 100% of the time stable at 60FPS and always have been with your mission. However, I am now losing 40FPS every time I start a new mission, bringing it down to 20, and sometimes, even 9. Here are my specs, and I dont think it's anything to do with my computer struggling with ArmA

    FULL SPECS:
    - Ivy Bridge i7
    - Corsair 16GB DDR3 RAM
    - Gigabyte GA-Z77X-UD5H
    - PCI-E Wireless N 802.11 adapter
    - Barracudda 2TB HDD
    - HAF 932 Full Tower
    - Corsair Enthusiast Series 650 watt
    - DVD+-RW 24x
    - GTX 570 HD SLI Super Clocked
    - Liquid Cooled CHCW60
    - OCZ 120GB SSD (SATAIII)



    THANKS SO MUCH!
    Last edited by JetlinerX; Jul 10 2012 at 11:15.

  5. #75
    Quote Originally Posted by JetlinerX View Post
    I am now losing 40FPS every time I start a new mission, bringing it down to 20, and sometimes, even 9.

    Please explain more to help me fix it!

    - Does this happen just at the start of the mission?

    - Does the happen after you restart a mission?

    - Is it temporary, or for the rest of the mission?



    Cheers
    B

    ---------- Post added at 19:45 ---------- Previous post was at 19:00 ----------

    Hi Kyle_K_ski

    Quote Originally Posted by Kyle_K_ski View Post
    I don't own BAF or PMC, and they're required for play. The ArmA II-only versions that you supply don't state whether or not they utilize the features from Combined Operations, which is the version that I own.
    BAF and PMC are not required, because the default Operation Arrowhead include BAF and PMC lite versions (somebody correct me if im wrong here!) The only difference is you get low res textures on the units. Of course if you chose the manual setup options in my missions you can choose the factions you like...

    The arma2 only versions are Flashpoint Chernarus and Flashpoint Utes. These only use units and features from A2. They still work in A2 CO.

    The BAF versions Flashpoint Chernarus-BAF and Flashpoint Utes-BAF require Arma2 CO and use BAF content. They do not include many features from CO, just a few thermal scopes for snipers etc.

    Hope that clears it up.
    (Its impossible for me to release and support many more versions, I have already around 11 to update every time! )



    Quote Originally Posted by Kyle_K_ski View Post
    ....SLX and Group Link 4 Special FX Edition....ASR AI mod ...TPWC ...do you think that they'd "break" your missions were I to try them with the above mods active, or...?...
    I have tested ASR_AI and it works fine with my missions.

    I have tried including the scripted version of TPWC AI supress, but ran itnto conflicts with ASR AI. (I didnt have time to do any testing really.. it may work if you are using the Addon version of TPWC AI supress)

    I have no experience of SLX or GL4, they sound great, its just becuase I dont have much time to get into mods due to real life and work!

    I have had many messages from players telling me they use Zeus AI or ASR AI etc etc, with no trouble...

    Its probably best if I keep the missions Vanilla, and leave each individual to use the mods they like best... Please everyone post and let us know what combo of AI mods you like best to play these missions.

    Cheers

    B

  6. #76
    Gunnery Sergeant Kyle_K_ski's Avatar
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    BAF and PMC are not required, because the default Operation Arrowhead include BAF and PMC lite versions (somebody correct me if im wrong here!) The only difference is you get low res textures on the units. Of course if you chose the manual setup options in my missions you can choose the factions you like...
    That's GREAT to hear!

    And "Yes," Combined Operations do come with PMC and BAF units, with low resolution textures. I forgot that one can customize the level of randomization, so I'll just avoid those units till I get them (hopefully by no later than Christmas).

    It's my understanding that the full range of GL4SFXE's capabilities for AI to enter urban centers and then occupy and fight out of structures is only maximized if one starts a mission that activates its script. Simply running the addon-version won't accomplish what we see in those jaw dropping screenshots (many other aspects of the mod will still work via the addon method though). I've played with every AI mod out there, and I've never seen them do what I've seen in those screenshots.

    If you don't mind, I'll write ChrisB to see if he'll share with us more details and then I'll pass them along your way, to do with what you will.

    Wow. Great news about playing the missions. Too bad it's unlikely that I'll be able to give them a shot till next week due to my schedule this week, but now I've got something of high quality to look forward to.

    Thanks again for all of your hard work!

  7. #77
    Quote Originally Posted by thomsonb View Post
    Please explain more to help me fix it!

    - Does this happen just at the start of the mission?

    - Does the happen after you restart a mission?

    - Is it temporary, or for the rest of the mission?



    Cheers
    B
    EDIT: The EXTREME frame loss (down to 9) was caused by a new mod pack I got, however, my FPS is still dropping to about 30 or 40 without that pack. Maybe just something to look at!

    The mission starts off okay, and as it goes on, and on, it starts to drop more and more frames. It starts at a good solid 60, but then it will slowly drop to about 30 - 40. Then, it stays around 30 or 40 for the rest of the mission, and I yield the same result if I restart.

    Thanks again.
    Last edited by JetlinerX; Jul 10 2012 at 19:15.

  8. #78
    Quote Originally Posted by JetlinerX View Post
    The mission starts off okay, and as it goes on, and on, it starts to drop more and more frames. It starts at a good solid 60, but then it will slowly drop to about 30 - 40. Then, it stays around 30 or 40 for the rest of the mission, and I yield the same result if I restart.

    Thanks again.
    Any errors in the rpt? What mods/addons were you running?

    @thomsonb: I'll have a beta Podagorsk port by sometime tomorrow night, I hope. I won't substitute Russians for Takistani forces yet.

    In the near future I'll be porting it to to other favourites - Fallujah & Lingor v1.4. Would you like those as well? - Lingor one will eventually be 2 versions, one vs. Takiban, the second using Icebreakr's Lingor units & vehicles (but the latter will be a while yet).
    Last edited by Orcinus; Jul 10 2012 at 19:37.

  9. #79
    Quote Originally Posted by Orcinus View Post
    Any errors in the rpt? What mods/addons were you running?

    @thomsonb: I'll have a beta Podagorsk port by sometime tomorrow night, I hope. I won't substitute Russians for Takistani forces yet.

    In the near future I'll be porting it to to other favourites - Fallujah & Lingor v1.4. Would you like those as well? - Lingor one will eventually be 2 versions, one vs. Takiban, the second using Icebreakr's Lingor units & vehicles (but the latter will be a while yet).

    Not sure where the RPT file is, but the mods I use are:

    - ACE
    - JSRS
    - CBA
    - SMKAnimations
    - TPWC Supression mod
    - HazarKot and Aliabad
    - Fallujah
    - ASR AI
    - BlastCore War FX
    - COWarMod (<-- Causing the bigger frame issues because it's about 200 other mods.)

  10. #80
    Quote Originally Posted by JetlinerX View Post
    Not sure where the RPT file is, but the mods I use are:

    - ACE
    - JSRS
    - CBA
    - SMKAnimations
    - TPWC Supression mod
    - HazarKot and Aliabad
    - Fallujah
    - ASR AI
    - BlastCore War FX
    - COWarMod (<-- Causing the bigger frame issues because it's about 200 other mods.)
    I'm using JSRS and ASR_AI, and CBA obviously.

    I'm not experiencing any performance issues, with either of these, in fact I'm amazed that for a dynamically generated scenario that it runs so smoothly.

    I've heard that ACE is pretty demanding, hence my reluctance to use it, even though its supposed to be pretty damned good.

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