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Thread: [SP] Apocalypse - Invade. Control. Conquer

  1. #121
    Getting helicopters to behave perfectly is an issue I could spend the rest of my adult life on so I really don't want to keep chasing the AI issues with them, so fast roping is not in my plans especially since even the mods that allow it need the helicopters compatible and it would be too hard to get all the helicopters I support to work with it

    Player capture radius smaller, yeah I could look into that. Not sure I'll add a timer, since I'm trying to keep scripts to a minimum

    I also get very frustrated when helicopters just circle around without proceeding to their destination. Some units like the Japan ch47 I had to remove from the game because their so terrible. I can add an action to the helicopter you start on that will put you immediately at your invasion target. You can choose to use it if your helo acts the fool
    Single-Player Open World Missions:
    APOCALYPSE/LOST - Grand Scale Convential War / Guerilla Survival
    Nations available: US RU CHINA TAK UK FRA GER ITA CAN AUS NZ ESP DEN NED AUT BEL NOR SWE FIN POL HEL TUR MAC UKR JAP KOR CZR IRN IRQ SAU QAT EGY NAPA FIA IRA FIJ UN CDF PRSZ PMC NOG RACS SLA LIN DUALA TIG CHECH AZER BRZ ARG CHL COL VNZ PAK IND GEO LITH LAT SRB SLV

    ::LATEST NEWS::
    V5.01 updated 11/14 - Su-15TM Flagon

  2. #122
    My bad, I forgot that Apocalypse supports like a billion mods. I personally use only BIS factions.
    Thanks for looking into other issues though.

    I also had another idea. I recently noticed that I always abandon my Cache after deploying it and equipping myself properly, because it's a chore to look for a vehicle large enough to carry it and then drive it all the way back to where you started.
    I was thinking maybe it would be possible to replace the cache with either a Supply Truck or a Mobile HQ-style APC (that way you can carry your squad in it as well)?

    Mobile HQ could also solve another issue that annoys me personally. Lack of respawn.
    I understand that I'm allowed to save whenever I want but sometimes it feels like cheating and there are often situations where I save in such a manner that I get killed no matter what.
    It would be MUCH better if you could either 1) Teamswitch to any other friendly soldier on the field, like what Operation Flashpoint does 2) Respawn at your deployed Mobile HQ 3) Respawn in as a reinforcement (there are some SP missions that do that, so it's not impossible).

  3. #123
    Quote Originally Posted by kiberkiller View Post
    My bad, I forgot that Apocalypse supports like a billion mods. I personally use only BIS factions.
    Thanks for looking into other issues though.

    I also had another idea. I recently noticed that I always abandon my Cache after deploying it and equipping myself properly, because it's a chore to look for a vehicle large enough to carry it and then drive it all the way back to where you started.
    I was thinking maybe it would be possible to replace the cache with either a Supply Truck or a Mobile HQ-style APC (that way you can carry your squad in it as well)?

    Mobile HQ could also solve another issue that annoys me personally. Lack of respawn.
    I understand that I'm allowed to save whenever I want but sometimes it feels like cheating and there are often situations where I save in such a manner that I get killed no matter what.
    It would be MUCH better if you could either 1) Teamswitch to any other friendly soldier on the field, like what Operation Flashpoint does 2) Respawn at your deployed Mobile HQ 3) Respawn in as a reinforcement (there are some SP missions that do that, so it's not impossible).
    hmmm, i kinda like the idea of the cache being a vehicle.. it has some problems with storage etc and what if the vehicle is destroyed, but i'm interested in the idea. Tell you what.. since you had the idea, i would like for you to think the idea through a bit, and come up with the full idea.. meaning how would it work? how does the player get it? is it given to them in the beginning? what happens when its destroyed? does it have all the capabilities of the current cache? basically, i like the idea, but honestly its easier for me to keep it versus thinking up all the implications.. so if you could assist me in that, it would be great..

    as for respawning.. if you could point me to one that does it i can take a look at it.. i dont think it will work, but i'm willing to consider it.

  4. #124
    Hey Mark,
    Started work on Huertgenwald, Albeit a selfish endeavor. I just figured out that I can copy n paste locations into the int file...Never said I was the sharpest tool in da shed! Anyhow should have it toward the end of the week with RL getting in the way.
    cheers

  5. #125
    Quote Originally Posted by markb50k View Post
    hmmm, i kinda like the idea of the cache being a vehicle.. it has some problems with storage etc and what if the vehicle is destroyed, but i'm interested in the idea. Tell you what.. since you had the idea, i would like for you to think the idea through a bit, and come up with the full idea.. meaning how would it work? how does the player get it? is it given to them in the beginning? what happens when its destroyed? does it have all the capabilities of the current cache? basically, i like the idea, but honestly its easier for me to keep it versus thinking up all the implications.. so if you could assist me in that, it would be great..

    as for respawning.. if you could point me to one that does it i can take a look at it.. i dont think it will work, but i'm willing to consider it.
    Alright, this is how I would do it if this was my mod (I'll write some extra optional stuff as well, to give you some flexibility to adjust it to your likes).

    First of all you want compatibility with any ARMA 2 version (Vanila, OA and CO) thus you can't just pick one vehicle.
    I'd make a list of vehicles with "(HQ)" on the end (since they're well armored, don't have powerful weaponry and they have Unpacked versions of them) and allow the player to pick one at the start of the mission (saves you the trouble writing stuff like "if player team is X then cache vehicle is Y").

    If player decided that his team will start on the ground then his MHQ spawns right next to him, at the start of the mission.
    If player decided that his team will have to be dropped in normally then he gets an MHQ either automatically when he gets close to his first friendly camp OR he can ask for it to spawn (but only once!) anytime when he's near a friendly camp.
    MHQ spawns without any crew.

    When MHQ is destroyed it's destroyed and everything that was in it is gone.
    If MHQ is destroyed (and ONLY if it's destroyed) player can order a new one to spawn at a friendly camp but he'll have to pay for it with his support points (cheap, 500 or lower, it's the most important unit after all).

    MHQ have two states, mobile and static (there are models available for both).
    While MHQ is mobile it works just like a normal vehicle with only special function being "Unpack" when MHQ is standing still or it's engine is shut off (optionally, you also have to be near a friendly camp, in that case that camp cannot be captured by enemies unless the MHQ is destroyed first). Packing and unpacking should take some time, around 10-15 seconds should do it, to prevent possible exploits and to add at least a bit of realism to a "magic cache box on wheels".
    After unpacking MHQ becomes a static building, while it's static the player cannot enter it or drive it but instead he gets access to most of it's special functions, like AI management and loot sweep.
    (I also want to add that if I was making this mod, I would also allow player to build extra buildings when MHQ is unpacked, using Construction module.
    Each building would cost a certain amount of supply points to build but would stay on the map until destroyed by an enemy.
    Buildings like:
    Strategically positioned tactical defenses, like MGs or AA Pods.
    Recruitment Center where you can hire local resistance that doesn't have to be dropped by chopper for cheaper price but with crappy gear
    Service Station where player will be able to repair his vehicles.
    Medical Tent where he'll be able to heal his team mates.
    Supply Center where player would be able to buy gear.)

    Optionally, you could allow player to order as many MHQs as they want(for a price obviously), creating a strategic supply web using MHQs, all around the battlefield. In that case you could also allow players to fast travel between them (for a price).

    When player dies, he could have an option to either respawn at his (or one of his) static MHQs OR dropped in with a chopper normally.

    Also optionally, enemy forces could also build MHQs on their side, next to their camps (you have to adjust the rarity of those according to your likes).
    When an MHQ is unpacked next to an enemy Camp it cannot be captured until it's destroyed.
    Destroying an enemy MHQ will award the player with extra support points and the MHQ wreck will leave some enemy gear behind (you could just spawn an ammo box with some enemy gear next to it to simplify it).
    Enemies should also get a support point boost when destroying player MHQ.
    (If player can build static defenses with his MHQ then enemy should also be able to do that with their MHQs.)
    (If enemies are able to build MHQs then allies should be able to do that as well but they shouldn't be usable by the player.)

    I think I covered every possible angle, let me know what you think or if some of those things wouldn't be possible to implement.

    Also, about respawning.

    Operation Flashpoint allows you to switch to any other friendly unit on the field.
    Operation Flashpoint - http://forums.bistudio.com/showthrea...Release-Thread

    Deep Sandbox drops you back into the action by a helicopter, after you die.
    Deep Sandbox - http://www.armaholic.com/page.php?id=14442

    I can't help you with any of the actual code because I don't know anything about Editing but I'm sure you'll be able to extract those missions and check the scripts.

  6. #126
    Quote Originally Posted by ht-57 View Post
    Hey Mark,
    Started work on Huertgenwald, Albeit a selfish endeavor. I just figured out that I can copy n paste locations into the int file...Never said I was the sharpest tool in da shed! Anyhow should have it toward the end of the week with RL getting in the way.
    cheers
    Awesome man, look forward to seeing it!



    ---------- Post added at 11:06 ---------- Previous post was at 10:56 ----------

    Quote Originally Posted by kiberkiller View Post
    Alright, this is how I would do it .
    Alright let me look this over. i'll be looking for the basic ideas here and come up with a simple start to this functionality of a HQ vehicle. It wont be nearly as feature filled as what you describe, unfortunately.

  7. #127
    Quote Originally Posted by markb50k View Post
    Alright let me look this over. i'll be looking for the basic ideas here and come up with a simple start to this functionality of a HQ vehicle. It wont be nearly as feature filled as what you describe, unfortunately.
    No problems, I was just juggling some ideas.
    I'd love to know what specific feature I can look forward too, though.

  8. #128
    for the mobile HQ, this is what i have coded so far:
    - you have to request it, and it costs 1000 support points.
    - you cant use the personal cache without the HQ.
    - when you get the HQ, you can "Unpack" it and the cache appears nearby. The HQ vehicle doesnt change to the static version, since i am adding support for all HQ vehicles in all the factions you can request. Instead the HQ vehicle is setFuel to 0 so it cant move unless you "Pack" it again.
    - "Packing" removes the cache from the area, plus any other upgrades you have bought.
    - Upgrades available (new menu under the Support menu):
    Reammo point, Refuel point, Repair point - all of these are features that the personal cache can now have depending on if you buy each upgrade or not
    Medical Tent - spawns a MASH test near the HQ when unpacked. Tent is deleted when you pack.
    If you lose your HQ, you can request another but the cost goes up by 1000 points each time
    A driver comes with the HQ vehicle when it arrives

    Should be able to release soon.

  9. #129
    Quote Originally Posted by markb50k View Post
    for the mobile HQ, this is what i have coded so far:
    - you have to request it, and it costs 1000 support points.
    - you cant use the personal cache without the HQ.
    - when you get the HQ, you can "Unpack" it and the cache appears nearby. The HQ vehicle doesnt change to the static version, since i am adding support for all HQ vehicles in all the factions you can request. Instead the HQ vehicle is setFuel to 0 so it cant move unless you "Pack" it again.
    - "Packing" removes the cache from the area, plus any other upgrades you have bought.
    - Upgrades available (new menu under the Support menu):
    Reammo point, Refuel point, Repair point - all of these are features that the personal cache can now have depending on if you buy each upgrade or not
    Medical Tent - spawns a MASH test near the HQ when unpacked. Tent is deleted when you pack.
    If you lose your HQ, you can request another but the cost goes up by 1000 points each time
    A driver comes with the HQ vehicle when it arrives

    Should be able to release soon.
    1) Since you normally won't be able to buy an MHQ at the start of the game (since you only get 500 points), could you include a difficulty option that would change how much points you get at the beginning?

    2) When unpacking MHQ, you should probably add small stuff like crates, barrels, sandbags and maybe a camo net as well around it to visually show the player that it's unpacked and then remove them when player packs it.

    3) I would also make MHQ spawn different objects around it when unpacked, depending on the upgrades bought. For example, a medical tent for medical upgrade, a stack of crates for reammo point, some barrels and stuff for repair point, etc.
    That would visually show the player which upgrades he have, making his deployed MHQ look more 'advanced' with each upgrade. It would also raise immersion and user-friendliness a bit, since one crate with a huge list of function is both un-immersive and incredibly dull.

    ---------- Post added at 11:01 AM ---------- Previous post was at 10:59 AM ----------

    One more thing, how about some manned static defenses spawning near a camp when it's captured by any side?
    That would solve the current issue of capturing stray (far away from enemy forces) camps being a dull busywork and would also add some extra challenge.

    ---------- Post added at 11:03 AM ---------- Previous post was at 11:01 AM ----------

    Also, I have a simple to implement idea.
    There's a SecOp module that comes with the game, that generated random secondary missions around the map.

    How about adding that to the mission and giving the player some support points after completing them? That would add some more variety to the game and variety is always good.

  10. #130
    Quote Originally Posted by kiberkiller View Post
    1) Since you normally won't be able to buy an MHQ at the start of the game (since you only get 500 points), could you include a difficulty option that would change how much points you get at the beginning?

    2) When unpacking MHQ, you should probably add small stuff like crates, barrels, sandbags and maybe a camo net as well around it to visually show the player that it's unpacked and then remove them when player packs it.

    3) I would also make MHQ spawn different objects around it when unpacked, depending on the upgrades bought. For example, a medical tent for medical upgrade, a stack of crates for reammo point, some barrels and stuff for repair point, etc.
    That would visually show the player which upgrades he have, making his deployed MHQ look more 'advanced' with each upgrade. It would also raise immersion and user-friendliness a bit, since one crate with a huge list of function is both un-immersive and incredibly dull.

    ---------- Post added at 11:01 AM ---------- Previous post was at 10:59 AM ----------

    One more thing, how about some manned static defenses spawning near a camp when it's captured by any side?
    That would solve the current issue of capturing stray (far away from enemy forces) camps being a dull busywork and would also add some extra challenge.

    ---------- Post added at 11:03 AM ---------- Previous post was at 11:01 AM ----------

    Also, I have a simple to implement idea.
    There's a SecOp module that comes with the game, that generated random secondary missions around the map.

    How about adding that to the mission and giving the player some support points after completing them? That would add some more variety to the game and variety is always good.
    FYI, i added in static weapon upgrades to the MHQ, and your #3 point is pretty much how i coded it. when you unpack youll always get the personal crate, but you may get a MASH tent, or static weapons depending on your upgrades. I could look at different objects to represent the fuel and repair points. will investigate.

    Adding camonets and sandbags I guess is possible, but its alot of code to keep track of them with placement etc for a bit of eye candy. not in my priority list

    As for starting support points, thats a pretty easy option to add, will try to get that in.

    SecOps, from what i know of that, the idea of randomly spawning enemies/missions/friendlies out of nowhere is just asking for trouble. For someone using all BIS units i guess it would be less intrusive but if you doing a Molatia vs Russia scenario and your secops modules starts throwing down US Marines for SecOps, it wouldnt make sense. Plus those secops troops would be capturing camps randomly when they spawn. The effort to integrate a random-scenario generating system perfectly into the setup of the mission is not something i want to deal with, unless i was building it from the ground up.

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