Before i start porting my old OFP mission to Armed Assault, i wan't to know whether anyone would even play it.
So, please, vote.
For those who aren't familiar with this mission, read the description here:
old forum thread
November 5th Psycho Slayer Writeup by Dslyecxi - a psycho slayer session log
Also, if you have any suggestions for the ArmA version of the PsychoSlayer, post them in this thread.
UPDATE [2007-03-14, 10:00]: version 0.2 available for testing
Download from Filefront: Mission PBO (25 Kb) and required addons mors_ps v0.2 (978 Kb) and mors_radio v0.2 (3 MB)
And here is the SaraLite island
Here is a short description:
Psycho Slayer v0.2
Requires Armed Assault v1.05 (need some of those new 1.05 scripting commands)
Required addons: Mors_ps v0.2, and Mors_radio v0.2 (both can be found here)
THIS MISSION IS STILL IN EARLY ALPHA STATE OF DEVELOPMENT!
If your computer starts WW3, it's not my fault, you have been warned.
This version was released for public testing only - it's not meant to be really played, because that is probably impossible due to possible bugs and lack of features.
I released it in this state only because i need some help with MP testing (running dedicated server and another two instances of ArmA to simulate two players, is very 'painful' ).
Prepare yourself to be disappointed.
Here is a short list of what "should" work in this version:
1. Working police radio, reporting accidents and murders.
Police radio is available only when near of any police vehicle with it's radio ON.
When you get too far away from any radio source, you won't be informed about any new events (even if the random radio noise/messages can still be heard).
2. Locking/Unlocking vehicles.
Only cops can lock or unlock police vehicles (police vehicles only! ).
When a vehicle is locked, nobody can get in or out.
3. Working siren
Every police vehicles (except the Mh-6 chopper) can turn on/off a siren which can be heard in MP. It can be used to let the killer know that you are moving in from certain direction, possibly forcing him to choose opposite direction, where other cops are already silently waiting to close the trap
4. Stop suspect action
In every police vehicle you have the "stop suspect" action available.
Your vehicle's sirene will make a short yelp, and all traveling NPC units within the range of 100m will stop and wait until some cop came to them to check them.
Note that they won't obey the stop command all the time, there is slight chance that the unit will not stop.
5. Simple scoring system
I forgot to mention this. Before the mission starts you can choose how many score point must be acheved by killers to win the game. Default value is 15, and here is how the scoring is computed:
0.25 pts - for a cop shot by any killer
1 pt - for npc shot by killer
0.1 pts - for accidental death of cop or npc (any death where no weapons were involved - car accident, drowning, etc.)
The values needs some tunning, but we'll see how only when we try to play the mission with more people.
And i almost forgot - there is nothing to show the current score, i'll put something to show a simple Hint with the score later.
6. Game Over
The game should end automatically when killers score enough points to win the game, or when cops capture all the killers.
There is no outro or statistic shown at the end of the game, but i am planning to add something like that).
I am looking forward for your improvement suggestions, and bug reports
MSI P55-GD65 | Core i5 750 @ 2.67GHz | 4GB DDR3 | ATI HD 5970 (Asus EAH5970/G/2DIS/2GD5) | OCZ Revo 120GB PCIe SSD | 2x OCZ Vertex 4 120GB |
Windows 7 64bit Home Premium | Catalysts 13.1 | ArmA2 OA 126.96.36.199480 (beta) +BAF +PMC +ACR | ArmA2 188.8.131.52734 | ArmA 184.108.40.20681 | OFP 220.127.116.11
Be smart, use Sprocket!
Master Gunnery Sergeant
Yes!! This is one of my favorite mp missions for ofp and it would be great in AA.
Never played it for OFP, but the AAR you linked too sounded awesome. Definately would be fun in ArmA.
i am glad to hear that some ppl are interested, keep the votes comming
And if you have any suggestions, don't hold back.
A thousand yesses from me.
I play with a tight bunch of people and we would really love a mission like that. Seriously, on behalf of about 20 people I play with, I say YES.
Master Gunnery Sergeant
thumbs up for a mission like this
Originally Posted by (Dslyecxi @ Dec. 10 2006,23:27)
Made you look.</div>
It's nice to read all that positive responses, thanks.
I have started by first creating the NPC populating scripts. It should make it easier in the future to port the mission on any new created island.
You just place markers named "npc_center_#" at each location which you want to be populated by NPCs, and the scripts will take care of everything else from spawning them to controling their actions (maybe i should use FSM files instead of scripting the behaviour? FSM anyone?).
The number of spawned NPCs depends on the number and type of the houses which are inside the marked area, and on the color of the marker (deafult = 0.25 * default number of npcs for the particular house type, black = 0.5 *, red = 1 *, etc.).
So far it's working nicely, so now i want to focus on the FSM files, even if only to determine whether they are appropriate for this type of task or not.