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Thread: SP: Tankistan Control / work in progress

  1. #11
    kiberkiller, there is a script (I think called mySquadSpawn.sqf) that spawns your team.. there were a few reasons. one had to do with reinforcements. Feel free to place them directly on the map though.. I believe you would just need to name them as named in the script. Enemy factions are decided in scripts that spawn convoys, cache sites and h.q. sites.. also in interrogation script for civs.

  2. #12
    Any updates at all for us Smacker909?
    - Delta 5-1

  3. #13
    Do convoys start at a random location or do they start from close to an HQ?
    Because I though it was the latter and I was mapping out the directions the convoys were going, to backtrace then to an HQ but it never worked out for me.

  4. #14
    Delta - Yes, I have added the FOKers IED script and added chance of civs whipping (well slowly drawing) out pistols and going hostile, but ran into issues when changing the ambulance call to a chopper .. working on that and then will repost.

    Kiberkiller - The start positions are random. I could change it to make the start positions near the H.Q., but the issue with that is, one of the possible intels from the civs is convoy start position..so I guess I could just eliminate that one. Also, I tried to keep convoy distance roughly similar, so by having one starting point, the routes will be many different distances.. which may not be a big deal. Thoughts?
    Last edited by smacker909; Aug 7 2012 at 12:48.

  5. #15
    Quote Originally Posted by smacker909 View Post
    Kiberkiller - The start positions are random. I could change it to make the start positions near the H.Q., but the issue with that is, one of the possible intels from the civs is convoy start position.. so I guess I could just eliminate that one. Thoughts?
    I would make start position of the convoy about 500-1000m from the HQ and remove the convoy start position from civs, or make them only give you a big area to search AND give a completely wrong position about 50% of the time.
    It would be nice if civ gave completely false info for all sorts of intel. Would make the game more challenging.

    I was also thinking, do you think you could try to make a single script file where you could define all the units that are being used (friendly AIs, enemy AIs, vehicles, etc) so that it would be easier to port this mission to other factions and maps?
    It shouldn't be hard to make a script that defines different variables and all other scripts just pull from it.

    If you did that I'd help you port the mission to different maps and factions, if you want.

  6. #16
    Sergeant Major JuggernautOfWar's Avatar
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    This sounds like an awesome mission! Exactly what I like to see when coming back into the ArmAverse after a long absence. I'll wait for smacker909 to upload the new version before I give it a try. Sounds like that will happen sometime today.

    Thank you for the hard work and creativity! I look forward to giving this a try as soon as you update it.
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  7. #17
    Quote Originally Posted by kiberkiller View Post
    I would make start position of the convoy about 500-1000m from the HQ and remove the convoy start position from civs, or make them only give you a big area to search AND give a completely wrong position about 50% of the time.
    It would be nice if civ gave completely false info for all sorts of intel. Would make the game more challenging.
    - This is something I can work on for next update

    I was also thinking, do you think you could try to make a single script file where you could define all the units that are being used (friendly AIs, enemy AIs, vehicles, etc) so that it would be easier to port this mission to other factions and maps?
    It shouldn't be hard to make a script that defines different variables and all other scripts just pull from it.

    If you did that I'd help you port the mission to different maps and factions, if you want.
    - It's a good idea, but would take some doing. I'm not sure how soon I could have this done, but will consider.

  8. #18
    Quote Originally Posted by smacker909 View Post
    - This is something I can work on for next update
    - It's a good idea, but would take some doing. I'm not sure how soon I could have this done, but will consider.
    Thanks, sounds great.

  9. #19
    Quote Originally Posted by JuggernautOfWar View Post
    This sounds like an awesome mission! Exactly what I like to see when coming back into the ArmAverse after a long absence. I'll wait for smacker909 to upload the new version before I give it a try. Sounds like that will happen sometime today.

    Thank you for the hard work and creativity! I look forward to giving this a try as soon as you update it.
    - Thanks Juggernaut - Im working all day today and will work on the mission tonight.. so maybe late tonight or tomorrow.

  10. #20
    Sergeant Major JuggernautOfWar's Avatar
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    I just gave the mission a try. I couldn't wait!

    Great first impressions so far. The mission definitely is not finished, but it sure is a fantastic start. I really love the idea behind it. Calling it a SP Insurgency does not do this mission justice - there's so much more to it than that! I can't wait to play my next game in this mission and see what the future holds. I have not yet completed the mission, just tried it out a bit and got familiar with some of the mechanics.

    I definitely suggest creating a Chernarus edition, or possibly in the future custom island support. Chernarus is a much more interesting landscape and has more variety in terms of gameplay. I understand a user has made a Chernarus port of the released mission, but it is dependent on ACE or other addons. Dependencies are never good for the general public, myself included. Only mods I use are JTD and JSRS.

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