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Thread: 'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability

  1. #111
    Outstanding Mission. Spec Ops Mode is quite a suicide, but i like it

  2. #112
    Gunnery Sergeant bhaz's Avatar
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    Excellent mission, been playing this a lot lately. Any plans on adding different types of objectives?

    |-LATEST MISSION-|: CO 02 Insertion |-COMING SOON-|: Foxtrot 2 (Co-op campaign)

  3. #113
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    This mission is great! I've completed it twice with a squad, once under 1.23 and tried the specops with 1.23. My only complaint with specops is lack of firepower (anti-armour & aa). I found an RPG8 with 1 round, and 3 RPG7 heat rounds but no RPG7 launcher, and that was it. The PKP came to the rescue against infantry - used it the first time yesterday and it is probably the best weapon in ARMA2.

    A hospital tent could help to get rid of those occasional hissing and puffing pains

    Thanks for the effort you put into this one.

  4. #114
    Staff Sergeant Wiper's Avatar
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    Thanks for your replies guys ! Much appreciated

    New version uploaded, check first post please !

    Due to two major bugs I thought a relatively quick fix was required:

    1) Team switch in SpecOps mode did not teleport properly to the insertion point.
    2) The neat placement method introduced with 1.24 that spawned AI troops on high level BuildingPos ended up with dead units too often, hence i reverted to the previous solid method, spawning them on ground level and moving them to their designated BuildingPos.
    Unfortunatley many of the pathfindings for the best high level positions seems broken so you most likely wont find them in overwatching positions on transmittor towers, guard towers and the like anymore now

    However, some other improvments have been made though and the mission seems to provide a very challenging AI as for now I think.

    Enjoy !
    Last edited by Wiper; Aug 25 2009 at 23:10.
    "The simplest is always the best"
    -Thomas Jefferson

  5. #115
    filefront seems to be not responding for 1.25 download
    BTW, are you referring to the first aid module, respawn as captive bug when you say god mode? If so, how did you fix it?
    Last edited by tcp; Aug 26 2009 at 03:26.

  6. #116
    Gunnery Sergeant bhaz's Avatar
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    When splitting the teams manually using the HCS menu, if the high command leader dies, it seems no new leader is assigned.

  7. #117
    Staff Sergeant Wiper's Avatar
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    Quote Originally Posted by tcp View Post
    filefront seems to be not responding for 1.25 download
    BTW, are you referring to the first aid module, respawn as captive bug when you say god mode? If so, how did you fix it?
    filefront link does work for me, and for others as it seems. still, if you have troubles accessing it, maybe the armaholic mirror will help you out ?
    http://www.armaholic.com/page.php?id=6768

    No I dont use the first aid module. Plus there is no more GodMode (allowdamage false) in use since 1.25

    ---------- Post added at 02:37 PM ---------- Previous post was at 02:35 PM ----------

    Quote Originally Posted by bhaz View Post
    When splitting the teams manually using the HCS menu, if the high command leader dies, it seems no new leader is assigned.
    hm, did you try the team switch to take over the leader role ? Did it happen in SP mode or within MP environment ?

  8. #118
    Gunnery Sergeant bhaz's Avatar
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    Quote Originally Posted by Wiper View Post
    hm, did you try the team switch to take over the leader role ? Did it happen in SP mode or within MP environment ?
    I switched to all units to see if any were given leader, there were still squad leaders for all the squads but no-one was given charge of high command. It happened in a non-dedicated MP server with 2 players.

  9. #119
    Staff Sergeant Wiper's Avatar
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    Quote Originally Posted by bhaz View Post
    I switched to all units to see if any were given leader, there were still squad leaders for all the squads but no-one was given charge of high command. It happened in a non-dedicated MP server with 2 players.
    Yep, happened to me too. Seems to be some limitation of the current HC/S system. But personally I can live with it as it is and would update to a new version of HCS as soon one is available and maybe fixes that, what do you think ?

    -

    OK, a new and probably final version before expanding into a complete new mission is coming along nicely and will include the following "core" features/changements, partly already done:

    • NEW: enemy road patrols occassionally use civilian cars (kick ass feature if u ask me lol) - done
    • NEW: enemy armored vehicles will be more random distributed using sort of a point system (f.e. 4 weak APC's, or 1 Tank and 1 weak APC, or 2 BMP's ... something like this) - planned
    • NEW: civilian cars randomly distributed - done
    • NEW: when called, the rescue chopper finds its own *secure* landing zone, shows up on the map and waits there for the players group until boarded (replaces the current hassle for the extraction call) - almost done
    • NEW: supply crate with ample heavy/gear in SpecOp mode - done
    • NEW: help/hint texts in the briefing section in cadet mode - done
    • further polishing: synced rain varies more, enemy armored vehicles attack more cautiously - done


    what do you think about the new features, guys ?
    Last edited by Wiper; Aug 28 2009 at 01:56.

  10. #120
    Excellent work there Wiper - looking forward to it all.
    If you care to see my computer specs then click show Spoiler:

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