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Thread: Dynamic War

  1. #1


    Hi.

    I'm currently finishing off a dynamic campaign ported over from Tacrod and Sanctuary's work in OFP. It's mostly based on the Dynamic War template with elements of CCE

    <s> There isn't any radical new ideas from those missions but I got bored playing the official stuff and wanted to explore the island a bit more. The dynamic campaigns are a good way of doing this, there are currently 5 6 mission types with approximately 29 33 different locations and some random patrols courtesy of Kronzky's UPS script. </s>

    <s>It would be good if I could get a couple of Beta tests on it before I upload it for public consumption. </s>

    <s>Any takers? Please PM me if you're interested.</s>

    Normal

    Now requires this

    Armaholic link:
    http://www.armaholic.com/page.php?id=1044
    Cheers Big and El nino

    Thanks to:
    Froggyluv
    b1sh0p
    mbv
    Kutya
    colligpip
    orlok
    Bootleg soldier
    LCD
    Lee
    NBSVieiraPT
    xxbbcc
    _spitfire
    Mathias_eichinger
    Kronzky

    <s>Still considered beta but more robust than before and certainly less laggy, I hope!</s>

    0.91G
    Added outro win <--- aiming for "crappest outro ever" award!
    Fixed cadet chopper cam
    Added skiptime and random weather at mission end
    Tweaked S&D text
    AI group kills also improve "hero rating".
    Fixed a niggle in the airstrike script
    Maybe fixed radio disappearing after reload. THX firecontrol.
    Possibly fixed the Raid mission not ending, some lame scripting there...
    Tinkered with the how the stats change on the Raid mission
    Tinkered with the eventhandlers to fix simultaneous multiple enemy deaths causing issues
    Added a new action, a Heads Up Display that will only be relevant at night. ;-D
    Tried adding * = nil for variables that aren't needed on save.
    Added a medipack action
    Increased squads starting skill level, they still respawn as dunces.
    Fixed POW monitor script
    Fixed POW extraction
    Added, then fixed the soft lighting of the base at night. Should work after a retry.
    Tweaked intro
    Still haven't fixed the markers

    0.91h
    Added 1 airstrike option earlier
    Deleted about 24 logics (therefore variables) and now use a trigger to capture different objects and their locations to set the missions by
    Because of this I can add more locations, so there's now about 8 more Raid locations,Patrol mission now has 17 different locations, Defend has about 30.
    Spawn Enemies should exit properly and I'm now "deletegroup"-ing all the created groups, this could be the cause of spawning failing after 8-10 missions because ArmA's group limit is being reached. I also suspect this is why the savegame is getting so big.
    If no option is selected at the beginning and the dialog remains up it defaults to Easy.
    Scatter scripts check if they're in water
    New Outpost mission with 7 locations (as suggested by troop, I couldn't call it FARP though, juvenile as I am the word is too close to fart. Maybe I read too much Viz when I was younger...)
    Most missions now require the player to be near the objective for the mission to end. No just using support to complete a mission.
    Added better armour spawning on some missions
    Livened up defend mission
    Added West groups patrolling the south
    Fixed APC and Chopper script not exiting
    Skiptime now more subtle
    Increased a couple of stats to increase main mission duration.
    Added a couple more music tracks

    0.92a
    Fixed Defend town mission broken in 0.91h
    Added mission end if Officer is killed in Defend mission.

    0.92b
    Removed spawning shilkas

    0.92c
    Fixed ambush not ending, in theory...
    Added hint for seeing the medic before getting another mission
    Eject player units from vehicles before extraction
    disabled radio on chopper cutscene
    Less uaz's on Patrol mission on Cadet mode
    Reduced spawning enemy armour, it was a bit excessive!
    Scattered Officer more on Raid
    Removed hint if no airstrike available
    Artillery will arrive quicker
    Added 1 mag to AT soldier
    Added MG to group at start
    Action Loons @ base should no longer look at walls...
    Named all units that use radio and changed some of the text
    Tweaked the fleeing script
    Moved the western satellite base to speed the tanks' arrival
    Added 2 more Search and destroy locations
    Change UAZ to MG.
    Evac radio msg will appear when mission complete
    Changed mission complete msgs
    Added confirmation dialog for transport
    Markers should be neater

    0.92d
    Added DAC and Grouplink 2
    Rewrite and streamline of some of the spawn scripts for better looping and use of eventhandlers.
    Removed old effects scripts
    Removed Hud action, it was bad...
    Airstrike now drops 6 bombs not 8
    The VIP will be scattered a bit so it won't be as easy to hit him with artillery if you're not near enough to spot him, hopefully this won't mean an endless search for him though.
    Tinkered with the insert and evac scripts
    Support scripts will now exit when the mission is ended by the player not when the mission objective is complete.
    Added civilians, player will lose rating if he shoots them
    Reduced the artillery shell count
    Focus will timeout, higher the rating the longer it lasts
    Kind of fixed pilot dialog

    0.92e
    Added infantry dialogue, these units use a basic version of GL3. Available in POW mission only at the moment
    Moved 2 of the POW locations
    Removed the extra groups in the POW mission
    Rewrite of part of the POW mission
    Added General Baron's click effect for the markers
    Gone crazy with variables...just because I can.
    Rewrite of some of the radio messages
    Added the use of the mapfact radio, your group must carry one of these to use ANY radio options.
    Tinkered with the chopper scripts again, they're MUCH better...I'll get it right one of these days.
    Fixed Raid end action not appearing after reload...hopefully
    Fixed Ambush end action not appearing after reload...hopefully
    Tinkered with the persistant spawn scripts. Island should be a bit more lively.

    Now, someone in your group HAS to have a radio, if it's lost or the guy carrying it goes down you will lose ALL the standard radio options. This is on any of the missions. Quick test for you, shoot number 2 who will have the radio by default and open up the map, voila, no radio. Pick up the radio or get one of the AI to and the radio options come back, this means it's important to keep this guy alive or make sure you carry the radio to be able to call any of the support or even an evac.

    The AI will no longer join your group in the POW mission, it's a pain in the butt to try and organise all those dudes using the F11/F12 keys so now they're controlled with the dialogue. It's easier than it looks, honest! If you bring it up along the top are the group names: Alpha to Foxtrot, then going vertically down are the options to control them. If you click the move button for example, you need to bring the map up, click on the map and a marker will appear. The group will then move to that location. If you want them to move there quickly click fast, if you want them to hold fire click hold etc.

    0.92f (unreleased)
    Fixed widescreen focus overlay
    Added dialogue to choose how to rearm
    Removed mission selection dialogue
    Extra wave added to the Defend town missions in case the civvies are a bit lively.

    0.92G
    M4/Acog in the ammocrate is available earlier.
    Added mainbase troops to DAC
    1.09 is now compulsory. No apologies made.
    Fixed defend missions, broken in the last few versions. Back to lively
    Fixed setradiomsg commands in missions
    More tweaking of the evac/insert scripts
    Tweak of the endspawn/delete scripts

    0.92H
    Added a couple of weapons to ammocrates and changed the order you get them
    After the enemy base mission that location becomes a west base. Some support will then spawn from those positions.
    Added a new mission where the enemy will try and take these bases back.
    Support option changed slightly. Support now improves the better the rating. M113 and Hummers to start, >100 vulcan and 2 Hummers>200 m1 >350 another m1, hummers and strikers
    Infantry spawns from bases like the tracked and wheeled units
    NOw keeping track of a few more stats, total deaths, E and W kills, player kills and player shots fired.
    Added timeout message to difficulty dialogue @ start
    Added Intel action at one of the huts, has to be earned though
    Monitoring key units and vehicles at the base and will now respawn them at mission end
    Removed mission over if Officer dies.
    Rewrite of some of the persistant units
    Added markers indicating friendly bases
    Added accuracy bonus. If you're good enough you can earn 100 extra points per mission. This is received by rearming once a mission is over.
    Added abort mission option back at base for the Raid mission.
    Added Transport Helo. Using the dialogue this can be used as an alternative to the traditional helos.<---Removed for Anger Management issues
    Fixed the spawning unit problem on the patrol mission
    Fixed the move spawned unit script, should be more variation for the spawned units
    Hopefully fixed the unit and vehicle not deleting problem
    Changed most of the in game music
    More tweaking of the evac/insert scripts

    0.92I
    Sorted the jumpout script
    Added mission specific music and tidied other music
    Tweaked the rating settings
    Fixed the Player EH broken in last version
    FIxed the missions played counter broken in last version

    0.92J
    Added differential in mission choice script for whether it's at main base
    Added dialog at created bases for transport back to the main base, getting new recruits and transport for missions
    Fixed enemies spawning at captured bases
    Added ability to evac back to other bases

    0.92K
    Close dialog on extraction after 30 secs
    Fixed the Player EH broken in last version when bulletcam is used
    More tweaks of looping scripts and deleting scripts
    Stop some units spawning at main base, it was getting a bit busy
    Fixed ammo crates not refreshing.

    0.92L
    Removed GL3 references to stop conflicts with the SLX mod

    0.92M
    Fixed temp base medtent deleting on purge if player near
    Fixed RTB from remote bases
    Added hint for distant reinforcing/rearming
    Tweaked bonus/accuracy monitor
    Tweaked rearming action, can now only be done after a mission like reinforcing
    I'm a bit rusty so god knows what I've broken now!
    Fixed no evac in POW mission if they're killed before player arrives
    Spawning a few more enemies from the Bases
    Tweaked DAC config Events, have a suspicion DAC units' eventhandlers weren't configured correctly
    Sprinkled some fairy dust over a few misc files, description.ext, briefing, mission files etc.
    Fixed too many units spawned in Armour groups
    Tweaked Artillery script
    Tweaked Base scripts
    New mission. Defend artillery.
    New mission. Attack artillery.
    New mission. Headhunter, go into enemy territory and kill at least 20 units. Rating has to be over 250 to access.

    Hasn't been tested as much as I'd like but as Arma 2 is on the horizon I thought I'd have a last stab at it.

    Cheers
    Last edited by MrN; May 8 2009 at 18:01. Reason: Added new version
    Guerilla Warfare
    Guerilla Warfare forum thread

    Dynamic War
    Dynamic War forum thread

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  2. #2
    Happy to test - PM&#39;d you

  3. #3
    hello,

    Marry me.

    Been gagging for dynamic campaign.

    One question tho...

    Do dead bodies dissapear soon after being shot?

    I can understand the reasons behind clearing up dead, but I love to be able to scavenge/use dead equipment/vehicles etc.

    So my sage advice is, if they do get removed, give dead at least a "3 min layabout time" so one can root through their gear.

    Also, I&#39;d love to test any version.

    Rgds

    LoK
    Some of my new and old 3d work
    www.snowdriver.com

  4. #4
    Staff Sergeant MrN's Avatar
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    Quote Originally Posted by [b
    Quote[/b] ]hello,

    Marry me.
    Best offer I&#39;ve had all day

    Quote Originally Posted by [b
    Quote[/b] ]give dead at least a "3 min layabout time" so one can root through their gear.
    You have to be 600 metres away before anyone disappears.

    You have PM.

    Thanks for all the offers to test, I should have enough people to get an idea what works and what doesn&#39;t. With luck it all works-ish and a release should be soon.

    I&#39;m also gathering up strength to do a conversion for Ebuds units but I need to make sure the groundwork&#39;s ok before I start.

    Cheers


  5. #5
    id love to test ur campaign

  6. #6
    Quote Originally Posted by (MrN @ Mar. 22 2007,00:34)
    Hi.

    I&#39;m currently finishing off a dynamic campaign ported over from Tacrod and Sanctuary&#39;s work in OFP. It&#39;s mostly based on the Dynamic War template with elements of CCE

    There isn&#39;t any radical new ideas from those missions but I got bored playing the official stuff and wanted to explore the island a bit more. The dynamic campaigns are a good way of doing this, there are currently 5 mission types with approximately 29 different locations and some random patrols courtesy of Kronzky&#39;s UPS script.

    It would be good if I could get a couple of Beta tests on it before I upload it for public consumption.

    Any takers? Please PM me if you&#39;re interested.

    Cheers
    I&#39;d like to test this out too.




  7. #7
    Staff Sergeant MrN's Avatar
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    Author of the Thread
    Quote Originally Posted by [b
    Quote[/b] ]id love to test ur campaign
    Quote Originally Posted by [b
    Quote[/b] ]I&#39;d like to test this out too.
    Thanks but I&#39;ve had way more offers than I was expecting and have quite a few testers already and the bit of feedback so far I&#39;ve had indicates there&#39;s a couple of issues, nothing drastic thankfully but it means a new version will be on it&#39;s way soon.

    The main release shouldn&#39;t be too far away and rather than waiting for perfection I&#39;ll put it up once it&#39;s more robust and deal with the issues in the thread.

    Cheers

  8. #8
    So far a very fun mission. Like MrN said, a few issues, which I won&#39;t disclose here in case he doesn&#39;t want me to (no non disclosure agreement, but I&#39;ll leave it to him to decide. ) Can&#39;t wait for the next build.

  9. #9
    Staff Sergeant MrN's Avatar
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    Quote Originally Posted by [b
    Quote[/b] ](no non disclosure agreement, but I&#39;ll leave it to him to decide. )
    I admire your discretion, there was no NDA, that&#39;s a little beyond me , I just trust people I guess

    Download link in first post

    Main issues reported were:
    The Search and Destroy mission either going pear-shaped at the insertion or it being more of a Search mission with not so much Destroy. Should be more lively now.

    Lag/running slow. I think I&#39;d just been too generous with the UPS script, it&#39;s all too easy to put max:15, copy and paste a few groups and before you know it there&#39;s loads of troops being spawned. So now it&#39;s just being used at bases with a few groups scattered around with guard waypoints.

    Cheers

  10. #10
    Master Gunnery Sergeant Kroky's Avatar
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    download link doesn&#39;t work

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