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Thread: PVP 2 Sided Evolution

  1. #21
    For those who have modded this mission, feel free to info me and or send me a copy so I can post it on my site.


    Also I am looking for a server to play this on, leave a message here if your hosting this pls




  2. #22
    Could you add some form of AI transport, or allow us to spawn at cities under our control, because when the game starts and everyone's privates it's kind of a long drive to corazol each time you die. In the original EVO it wasn't that big of a problem because the first thing everyone attacked was paraiso and by the time you got to clearing corazol you had a high rank so travel wasn't a problem.
    [SF]D|Pfc.JB15
    The way arma is supposed to be played
    ***www.ic-arma.com***

  3. #23
    Great, i haven't tested RC10, but could it be a idea to make this warp-point only working when your team has ownership over all cities on its side of the island? For opfor this would be all cities north/east of Corazol, and for west it would be all cities south/west of Corazol.

    This way you could sabotage the enemy's progress by sneaking past the front line, and you would have people defending the cities near its base better when those are under attack.

  4. #24
    Lance Corporal radical.ghost's Avatar
    Join Date
    Oct 18 2007
    Location
    Schleswig-Holstein, Germany
    Posts
    56
    Hi, we were playing this one for some hours with RC7 now..
    (lol 3 new revisions of this mission came out while testing RC7..)

    Nevertheless I would like to share some problems we found in the RC7 - revision, because they were not mentioned here already and maybe they have not been fixed in RC10 yet.

    1.
    One thing we found was that the FARP's did not work.
    Vehicles just did not get their repairs when the FARP was build close to them.

    2.
    Also the automatic - vehicle - maintenance function at the Team's homeplate did not work as it in original Evolution does.

    3.
    The bleeding script did not stop the player making bleed even if a medic healed the player or the player healed himself at a medic - tent or a medic - truck.


    Suggestion:

    Give the Option to disable the Blackout - Effect,
    A lot of players visiting the mission found that this gets quite on one's nerves (including myself) beeing distracted by this stroboscope - effect (especially when piloting aircrafts).



    As I have not tested RC10 yet, please forgive me if I mentioned problems that have already been fixed.
    The mission gets better and better, great work.

    [EDIT]:
    The mission is currently beeing hosted on:
    Jaegerbataillon Nordland Coop (v1.09b - AddOns allowed)

    FYI:
    The mission - name has been altered to:
    PVP 60 EVOLUTION Red VS Blue RC12

    The file - name has been altered to:
    pvp_60_evolution_red_vs_blue_rc_12.sara.pbo

    (This happens to all missions that are beeing hosted on our coop - server due to the clarity of the mission - menu)





  5. #25
    Rgr that, RC11 is out virtually identical to RC10 other than a switching warp point as described in the previos post.

    As for the farp and Bleeding issues, new vers 'should fix that' ***and I am comprimizing on the blackout effect. ***Medics dont work when your really really dying with this script.

    RC12 is out, I left the death disco till your about to die and checked on those bugs. Hopefully all is fixed now and dying is less annoying

    Thank you for your help in finding these issues and coming up with ideas.




  6. #26
    Hi, 10th.fi Dedicated(1.09b) is running this for now if you want to try it
    http://stats.swec.se/server/data/59928

  7. #27
    RC 12 is out - the last for a few days. I'll pick up on editing as soon as I have time, so keep the ideas coming.




  8. #28
    I have released a second version of RC12 confined to southern Sahrani. ***Bases are seperate from the mainland and the action confined to the six southern cities. ***The use of teleport buildings allows the use of island bases, and you can of course fly, halo etc your way into the action. ***Side missions in this actually take place in your enemies rear area. ***This may be more intense than the full island version.

    You can download both missions now updated to RC13




  9. #29
    Staff Sergeant
    Join Date
    Oct 18 2001
    Location
    Perth, Australia
    Posts
    260
    OK tested the RC12 on south Sarahni only using dedicated server. *** ***I was on OPFOR, three mates on BLUEFOR

    Observations

    -I was able to drive through and take Somato and Paraiso without any resistance.

    -Resistance seem slow to build so too friendly AI

    -When I initially teleported all I could see were friendly MI17s in the air, no ground troops in motion (even with considerable time)

    -Mate got caught in teleportation, had to ESC>RESPAWN

    -Mate died re-entering teleporting building on mainland

    I realise it must be frustrating and I appreciate what you have done. *** I am also ignorant of the processes and game logic. ***Although I said I saw nothing, 19 AI commanders were displayed on status screen.

    Questions

    -What is the battle order?

    -If a town is taken, does this trigger AI to spawn outside the town or do they travel from one central spawn location. ***Knowing this will at least allow me to explain to people wanting to engage what is happening

    I enjoyed the version RC5 more, even though I had to travel
    further. ***There was more happening.

    Just my obs




  10. #30
    Fired up RC13 south sahrani in singleplayer and noticed some issues with warp building.

    -I got stuck into the wall of warp building after warp with humwee

    -In the beginning of the game, warp point is shown as OFF even though its working


    Anyway, its a great mission

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