URBAN CONQUEST v1.06 RC
Time lapse video of zones changing hands. Compliments of Delta99. Thanks!! The new player spawn and unit selection system for 1.05
Instability has finally erupted into an all out battle for control of the city streets where all sides come ready to fight and scorched earth is a viable option. It's up to you to pull together a team and lead them to the ultimate victory... TOTAL ANNIHILATION OF THE ENEMY! With total freedom, how you approach your mission is entirely up to you. Take control of any vehicle, recruit soldiers or go it alone, there are no rules other than get it done. Urban Conquest is a fast paced, action packed urban engagement where the enemy could be lurking around any corner, so watch your back and stay frosty soldier.
- Arma II Operation Arrowhead
- British Armed Forces
- Private Military Company
- Army of the Czech Republic
- The urge for fast full on combat!!
- A cross between CTI and SCont
- Totally dynamic combat
- CQC oriented with house patrols
- Instant action
- Selectable soldier count, vehicle count, vehicle types, zone size, AI skill, fireteam size, starting time, weather, quick start option...
- Random respawn
- Random soldier type on respawn
- Totally independent AI
- Recruitable AI
- Drive any vehicle
- Complete mulitplayer compatibility with up to 24 players
- Dynamic Environment
What do the markers on the map mean???
Blue = West CP - totally controlled by the west with no enemies in the area
Red = East CP - totally controlled by the east with no enemies in the area
Green = Resistance CP - totally controlled by the resistance with no enemies in the area
White = Neutral CP - controlled by no one with no troops of any kind in the area
Yellow = Contested CP - this means that there are multiple teams in the area fighting for control of the CP
Black dot in the middle of a zone indicates that the zone is able to spawn in troops.
Spawns only occur at control points that are controlled by the corresponding team and contain buildings that report room positions... if a CP is contested, no spawning will occur there until one of the teams takes control of the point. A winner is decided when a team reaches the set score limit, the time limit is reached (high scoring team wins) or only one team is left with zones on the map. If your team has no control points with valid spawn postitions when you die, you will be automatically switched to the remaining team with the least amount of control points and carry on the battle with that team. This does not necessarily mean your original team is completely out of the game. If there were troops alive from your original team they can still take control of a CP, but as for you, they are now your enemy.
To do list:
- Nothing else planned
- If you get an enemy status from team killing when you have an ai squad you will not be the squad leader when respawned (just leave the group in this case)
- If players join each other's squads it causes locality issues when rejoining squads after respawn (use at your own risk)
- added persistent squads
- added each zone to task list
- added zone names
- added irregular marker size and shape
- removed depreciated CP size parameter
- changed scoring to directly emulate BF2 conquest style scoring
- fixed too much stuff to keep track of
- added respawn selection via map marker script
- changed zone mechanics to require presence in zone to maintain control
- added ai zone defenses to maintain zone control
- added vehicle commandeer action
- added action to join other human player groups
- converted most core scripts to fsm
- fixed and tweaked too many things to mention
- fixed civilian move script to prevent it from bogging down the engine
- fixed air vehicles from degrading when crewed and not in a controlled zone
- fixed player controlled ai markers not changing to mil dot when in a multi player game
- fixed defector marker not displaying when in multiplayer game
- small refinements in ai spawn and civ spawn room selection scripts
- added leave group action
- added full marker system(client side) with on/off option and option to display civilian markers
- changed civilians now group up
- added check for building damage... spawns will not occur in overly damaged buildings
- added check for zones with valid building spawns... spawns only occur in zones with buildings that report room positions ***indicated on map***
- fixed bug in vehicle recruiting where vehicle groups would grow unchecked until an entire side was in the vehicle group
- added complete scoring system based on kills, zone capture and defense with time or scorebased endgame. Fully selectable in params
- added battlefield size check to scale starting positions based on number of sides and size of battlefield
- added custom option for mission builders to insert any faction they choose not native to the game and select them via params menu
- all A2, OA, BAF and PMC factions included by default and selectable via params menu
- fixed an error in weather script that would override the weather condition with fog condition changes
- added planes at airports
- select 2 factions per side
- switch to enable or disable armored vehicles
- optimized network bandwidth usage a bit
- add selectable mission start time
- add selectable/randomized weather and fog conditions
- Fixed Recruit soldier action to work properly in MP game running on dedi server
- Added dismiss action for soldiers in player groups, works the same as recruiting
- Fixed problem in vehicle code that was forcing player's group to disembark
- Fixed vehicle recruiting of existing crew
- Optimized, or tried to optimize, all scripts to store fixed arrays at the start of the script so as not to pull on network resources on every loop
- Divided civs into groups similar to soldier recruit script to keep them from massing around the civilan group leader... as a side effect of this they behave much more as you would expect a civ caught in combat to behave
- Changed CP markers to reflect the size of the CP... colors remain the same
Urban Conquest version 1.05 available here: http://www.mediafire.com/?rz23odffnho0e6c
Version 1.06 Release Candidate 1 available here: http://www.mediafire.com/?pxi9rk55o1vk8xb
Version 1.06 Release Candidate 2 w/bases available here: http://www.mediafire.com/?n16np866y41gnl2
Creating your own UC missions:
Depbo the mission you wish to use as a starting point. Open the mission in the mission editor after you have placed the depboed mission in your MP missions folder. All missions contain all factions will notice troops and vehicles for each side placed around the respawn markers for each side. Any troop within 100m of the respawn markers will be included in the mission on the side that corresponds with the marker, so make sure not to put east troops near the west marker... You may, however, include vehciles from any faction at any of the markers and they will be used by the side indicated by the marker.
If you place troops from any addon near the markers, they will be included in the mission and are selectable by picking custom in the params menu under the first faction for each side. You can also play with any of the default factions mixed with your custom factions by picking any of them from the second faction for the side from the params menu.
To set up the zones, you will need to remove all of the existing zones from the map except for the one named "point". I prefer to set the first marker I place to the size I intend to run the cp's at, so if you want 100m zones, make the "point" marker 100x100 and go from there so you can see where your zones will be. Place the point marker wherever you wish to start building your mission. Select the marker and press ctrl+c to copy it. Then go through and paste it to all of the other positions that you want the battle to occur. Aside from the marker named "point" all of the other markers that represent cp's must adhere to the naming convention of "point_#" where # is a number between 1 and 100. The script will only initialize up to 101 points. So for example, your first cp is named "point", the rest are named "point_1", "point_2", "point_3" (without the quotes) and so on until you have placed all of the zones you wish to have in your mission.
Next you will notice open area locations logics. This is where ground vehicles are spawned. For vehicles to spawn in the mission, you must place the location logic inside of a cp that also has valid building positions to spawn soldiers. In other words, if you put a cp in the middle of nowhere with no buildings and then place a vehicle spawn there, nothing will spawn there. Keep this in mind when building your mission. The vehicle will spawn facing the direction of the location logic as well. Go through your mission area and place the logics in suitable places for ground vehicles to spawn.
You will also notice heli H objects. This is where helicopters will spawn. The same rules apply for the helicopters spawns as for the ground vehicles.
Lastly you will notice airport location logics. If there is an airfield in you mission area, you can include planes in your mission by placing these logics right near the runway or taxiway. Just as for vehicle and heli spawns, you must place the logics inside of a CP. It's good to know the direction of your runway so you can properly place them.
New in the mission creation is the placement of the respawn points and starting player slots. The location of these units and markers on the map will dictate the location of the respawn selections in the map. I have also split the vehicles and units up for each faction so you can dictate under which category of vehicle scripts will be used for each. You'll notice new markers for each side (lv for light vehicles and hv for heavy vehicles... helo's and planes are self explainatory). Remember to keep these markers at least 200 meters apart on the map. Only the unit respawn markers will be keyed for the respawn script.
You will also notice civ markers around the map. These work in a similar fashion as the point markers. The first must be named "civ" and then "civ_1", "civ_2"... on from there. For each of these markers a civilian group will spawn and wonder around the buildings in a 200 meter radius from the mark. I did this to prevent civs from wondering around military installations and to insure their presence in areas where there weren't any cp's... giving more control over the placement of civs in the game.
Once you have done all of that, save your mission with a new name and preview it. You should have a full on battle on your hands!
Just include Urban Conquest v1.05 in the mission title and Urban Conquest v1.05 by tvig0r0us in the mission description. You will also want to open up the folder for your mission and open the description.ext file. This is where you will find all of the values for the params menu. The last entry in each category is the default value for your mission. Go through all of them and change the default values to your liking. Save the file and your now ready to export and distribute the mission to your friends.
This mission was built from the ground up with the use of no preconfigured modules and very very little borrowed code. If you should decide to modify any of my code, do not come to me and ask me to fix it.
If you happen to run into any issues at all, please report them so I can fix them!!! Thanks and enjoy
Thanks to everyone that gave it a go in it's initial stages, your input helped make it what it is today. Special thanks to Zonekiller for getting me off on the right foot with the scripting language for this game.... it's waaaaay different from lua and took some getting used to. It would have taken alot longer without his assistance. Special thanks also to Delta99, who tested the hell out of the mission and gave me some great input and encouragment along the journey. Your help is greatly appreciated.