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Thread: PVP 2 Sided Evolution

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  1. #1



    Important
    This mission never actually ends, it just shows an end sequence, resests all the ai and towns and starts over, no reassign, all JIP. ***Your scores are kept if you don't restart it. ***Players are put back in thier start positions etc. ***You don't need to restart this mission, it can run indefinately.

    Menu's

    Vehicle purchase
    Recruit Soldier
    Select Missions(friendly towns/mhq/base)
    Fire Support Menu
    Transport menu - available at base/mhq (T Key)
    Transfer Money(to any player on your team)

    Small changes
    Vehicles available depend on rank and class.
    PVt's can now recruit one squad ai member.
    Corazol Split East/West

    Mission Details
    Press 'T' for Transport menu when in base or at MHQ, you can also return using 'Transport to base' on town flagpoles. ***You can transport to the MHQ from base.

    Purchase Vehicles and Recruit Soldiers from the action menu

    Missions are available for extra points

    MHQ can only be used by the MHQ Commander/Officer class. ***Map marker is red when MHQ is Damaged, MHQ Options will not work until it is fixed. ***MHQ has all base options, but can be driven anywhere. ***It provides a mobile point to transport to from base.

    Transfer money to other players using the 'Tansfer Money' action. ***Earn money from town income and points.

    Squad kills by AI under your command will give you points.

    Command more troops and gain access to more vehicles as you earn rank

    Commander has team spectate ability and can build a Forward Operating base. ***A hangar with repair/refuel/Medical Support

    Civilian are referee's and have the ability to spectate both teams. ***They can also warp at will around the island by clicking on the map.

    Rounds complete when a team has reached 1000 points or hold all towns. ***Towns are 50 points each and are calculated on game end. ***The game automatically resets and keeps all player scores.

    Flags markers start as green, then change to blue or red depending on who owns the ground and appear after mission start.

    Successfully completed missions add to the team score.

    Bases are protected from enemy players, you will be docked 5 points for entering them and lose your vehicle.

    AI automatically defend towns and launch assault on enemy positions.

    Map markers now show your entire team. ***Yellow markers for infantry and parachutes. ***Blue for cars/trucks. ***Green for armor. ***Black X for air And turn red when a unit is destroyed.

    Realistic Bleeding and Blackout.

    Status screen for all player info

    Engineers build Field Guns and Farp's

    Snipers have access to Weather/ballistics real time stats

    Gain points for fighting over towns. And Completing missions

    Earn a team score dependant on towns owned and missions completed.

    If you kill an unarmed enemy you will be fined 30 points.

    Towns automatically switch sides depending who has more troops there.

    As commander you have many Radio commands.

    If you go to the Recruitment point you can recruit AI units into your squad.

    If you go to the Mission control building you can take a side mission for points.

    If you disconnect and reconnect your score and rank will be retained.

    If your a leader you can set the squad waypoint by holding shift and left clicking the map.

    If your a leader you can remove squad waypoint by holding alt and left clicking the map.

    If your a driver you can earn points for carrying soldiers into battle from the base.

    If your in command of a vehicle, stop at the airbase, A farp or A dock to be fully serviced.

    If you are a medic you can set up a MASH (Mobile Army Surgical Hospital) when players heal (enemy inflicted wounds) you get points. As medic your priority must be healing.

    If you are an engineer you can set up a FARP (Forward Arming and Refueling Point) when you are near a repair vehicle. If you fully repair a marked vehicle at your farp you will earn points, As engineer your priority must be repair.

    You can set your terrain detail (grass), View distance and Air view distance (How far you see in a plane or chopper) in Transfer or Mission HQ offices. High settings may make your system unstable




  2. #2
    wowo this looks amazing - cant wait to try it, can some server admins upload it please??!!!!!!

    EDIT - I ran this on a LAN to take a look.
    After a few mins I got a warning that Red AI had conquered Masbete. But if I'm a private stuck at the West airfield, how can I get to Masbete to fight (I'm not driving there, would take 30 mins!!!!&#33

    Basically my question is: do West have to wait until Red team conquers half the map before fighting? Surely at the start the red team should already own North Sahrani and Blues should control the south?



    "Gentlemen, you can't fight in here... this is the War Room!"

    "Always remember, opinions are like assholes...everybody's got one." - D. Devito

  3. #3
    Sounds really, really nice, thanks a lot!

    I didn't try it out yet but i'm a bit concerned about the following:

    It would be interesting to stress test this map as i think it could be extremely heavy on the server and network as long as people don't focus on a single objective...

    I'm not sure how battle focus and equal start conditions are achieved but it would be nice to have a clearly designated frontline from the beginning to prevent people to spread all over the map and choke the server....


    "Nothing is so firmly believed as what is least known." - Michel de Montaigne


  4. #4
    You said "The AI fights in the absence of Human players" does that mean if I just make a LAN game by myself the AI on both sides would still dynamically fight and take cities?
    [SF]D|Pfc.JB15
    The way arma is supposed to be played
    ***www.ic-arma.com***

  5. #5
    First Lieutenant Kremator's Avatar
    Join Date
    Jun 8 2007
    Location
    Cambridge, UK
    Posts
    5,007
    I have just finished playing it. The main problem was that the amount of AI just dried up after 2 hours !

    Until that point it was great ! Also main bases need MAJOR defence.... it's too easy to get in and waste all the enemy armour sitting there for MAJOR points.

    I also found that when I had troops under my control I wasn't getting points for their kills, which is wierd as in the briefing it does say that.

    It just needs a little tweaking. Well done !

    [TAO] Kremator

  6. #6
    Rgr that, thank you for the interest. ***I'll hit those points up asap. ***It helps a lot for you find these points to improve because there is only so much I can find on my own. ***

    I have a set of scripts from my realcombat project that can boot enemy players back to thier own base. ***Would that help with the base defence issue? ***In my experience it takes a lot of lagging ai to defend a base and can befrustrating/innefective for players to defend a static target.

    IRT the ai teams, thier is a maximum of 20 ai teams for either side. ***For every player that connects to a given side, one ai team is taken from that side's order of battle. ***When the player leaves that side, the ai team will come back. ***it takes time for the teams to build, and in testing, at times the ai teams were attrited to four or less before being rebuilt. ***An ai team manager does build the ai teams. ***Note: I did not remove teams when players connect, but the ability to rebuild them.
    Quote Originally Posted by [b
    Quote[/b] ]
    I have just finished playing it. ***The main problem was that the amount of AI just dried up after 2 hours ! ***
    I will look into the problem with ai falling off in 2 hours or so. ***Where there ai teams still on the status board, or did the teams drop in numbers? ***I need to know whether they are in game but innefective or not being built.

    How is transportation around Sahrani? ***I do have a set of teleport scripts for 'teleporting' to captured towns. ***I can integrate that if there is an interest. ***It does take away from the logistic requirements evo so deftly imposes.
    Quote Originally Posted by [b
    Quote[/b] ]
    You said "The AI fights in the absence of Human players" does that mean if I just make a LAN game by myself the AI on both sides would still dynamically fight and take cities
    The answer is yes. ***I am a former CTI junkie and I am trying to bring that back, having modded both mfcti and crcti you should see it's influences.

    PS
    Gameplay testers/critics - The more the better, I can code anything you want, it just takes time to get it completely tweaked. I value your ideas and all feedback.

    Any coders want to help just drop me a line, I would like to give every class something special to make them unique. ***Stuff like seven's sniper scripts really makes the game a lot of fun. I would love to make this a community project.




  7. #7
    I had that same problem, for some reason all the AI just dissapeared. The status bar sitll said that there was 20 AI leaders, but the map was empty besides the occasional lone soldier.

  8. #8
    Depending on, the AI might be disappearing due to there not being enough groups available to create them. D.murphy-man had the same problem in his Quarantine mission (check the pages furthest back). Using the deleteGroup command seemed to do the trick though.

    Good luck!

    Regards,
    Wolfrug

  9. #9
    Thats exactly what I went back and did, oversite on my part as I knew better.

  10. #10
    Lance Corporal radical.ghost's Avatar
    Join Date
    Oct 18 2007
    Location
    Schleswig-Holstein, Germany
    Posts
    56
    Hi,
    as we tried the mission, we found two problems:

    The first one was that the counter for the Blufor Team's cities did not work properly.
    The Capture of Paraiso City (or Somato, both captured by AI) was not counted, so the Blufor Team always had one town less than the Opfor Team and therefore earned less points than Opfor also.

    The second one was that
    the AI got stuck with its pathfinding in Dolores.
    The convois of all AI - Teams from the Blufor Team did not find their paths over the East bridge of Dolores and drove their trucks into the water.
    ..and kept doing this all the time.
    So the AI from the Blufor Team was not able to capture cities further away from the HomeBase than Dolores.
    Maybe this is the cause for the "AI - disappearing - problem" that was mentioned above, maybe not.
    However, if this mission is beeing played with AI enabled, the AI's pathfinding is interrupted by the Dolores' bridges.


    I like the concept of playing Evolution PvP, giving it a touch of CTI.
    This is one I see great potential in, so keep up the good work.


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