Oh so its campaign, right right.... heh.
Ok tell me one thing, does it have enough scripts/stuff running so it triggers the OFP savegame bug?
Oh so its campaign, right right.... heh.
Ok tell me one thing, does it have enough scripts/stuff running so it triggers the OFP savegame bug?
PMC Editing Wiki opened for ArmA 3 information, guides, tutorials, etc!
PMC Tactical - Operation Flashpoint, Armed Assault and ArmA 2 addons / mods / missions.
PMC Editing Wiki for tutorials.
Vietnam: The Experience - BIS forum group, join now for all your Vietnam War mod needs.
since saves are only possible inbetween missions no bug has been reported so far![]()
just use the savegame cheat, ive had no save bugs with that, that bug was squashed in v.196 update.
shift key and keypad minus key a the same time , then type SAVEGAME. if you didnt know :P
I have introduced a number of new factors into the gameplay. Instead of one generic support level for the enemy, there are now:
- Morale: affects the quality of spawned troops. The higher the number, the better the AI and the less likely they are to retreat.
- Material: affects enemy weapon allocation. At low levels they get rifles only; medium gets rifles, MGs, RPGs etc; higher levels get SAMs, sniper rifles and grenade launchers.
- Popularity: affects the size of enemy squads
Currently these factors can only be adjusted by killing enemy VIPs in S&D missions.
Enemy VIPs:
- Hero: Killing him reduces enemy morale
- Financier: Killing him reduces enemy material
- Agitator: Killing him reduces enemy popularity
Of course, you have to find them first.
Killing civilians will result in enemy popularity increasing, convoy missions will decrease it, losing friendlies increases enemy morale, killing enemies slightly reduces their morale/material.
Next I plan to write an enemy_support script where if they have a high material rating, they get mortars, technicals, AFVs.
Thoughts?
Drongo's Toolkit - Command engine, air support, AI improvements, satellite support, reinforcements, new game modes, map population and more
CCE2 beta 6 Dynamic Coop for Operation Enduring Freedom mod / CCE2 beta 5 (WW4 Modpack version)
Yeah the planned improvements sound fantasticOriginally Posted by (tacrod @ Mar. 25 2005,09:55)
![]()
If someone reports an issue/complains about the Alpha etc, replying in the thread "dude it's an alpha" doesn't really help anyone! Point them to the Arma3 Alpha feedback tracker instead please!
Please do not PM or Email me directly about your CD Key issues, follow the guidance in this thread instead.
IndeedOriginally Posted by (placebo @ Mar. 25 2005,10:20)
![]()
Great new ideas that will push the CoIn system to another level, cant wait to play the variant![]()
^ What he said... I can't wait. Brilliant!!Originally Posted by (placebo @ Mar. 25 2005,04:20)
Most of that stuff was inspired by Hellfish6's earlier post. Thanks.The tricky thing now is the backbone of the system. These factors work in-mission, but how should they change between missions?
In other news, I've been playing Sanctuary's BIS-only template. It has some different mission types to those seen in Coin and Dynamic Afghanistan. But I think the biggest improvement is the scripting. Not only is it optimized, it is much MUCH neater than Coin. When released it should be the perfect starting point for DIY dynamic campaigns.
These factors work in-mission, but how should they change between missions?
I think they should influence the whole campaign, hence there should be events that are seperated from the missions, maybe predefined spawn zones all over the map, that are used for special events, triggered by a time of day or random, making it unpredictable where to find them, others could be as you said linked to the mission, to make it easier for the player to make them out
kind of secret mission objectives, if you make something out while beeing inserted, you could correct the course to the new event and check it out