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

  1. #91
    I agree with Manzilla. Its a fun mission so far and if you decide to slowly expand it into a bigger mission, well, it'll be superb. Maybe you end up with Campaign Cipher.

    Seriously though, expanding it with another objective that somehow fits the first could be real nice. Keep up the great work mate.

    Alex


  2. #92
    I've tried and finished this mission again using latest version.

    It's true the mission is superb. it's great balanced between needed skill and playability.

    I found some things want to report:
    1. it happens two times (during the same mission) - 2 soldiers was placed underground. Yes.. I didn;t saw it, but the map display them 10m near me. In one case the cursor pointed soldier under a ground, in second one - solder was placed inside of a house without possibility to go inside.

    2. the suitcase with cipher I found on the house outside stairs. However after opening it, it sink into stairs (only a few pixels was left visible). Fortunately it was possible to enable cipher encoder.

    3. I'm not sure I understand correctly. but when I call for extraction, marines says that it is impossible and my map should contains data about dangerous area for extraction (additional red circle). it is indeed. but after a few calls, I am on safe area getting the same message. I have to trip far away and try again and again. Is there any way to know, that some place is safe or not before calling the base? If not - doesn't matter. Current behaviour gives more reality But I just want to know.

    4. In my mission, an enemy tank was placed on the road. I drove a truck stolen from locals. There was no any reaction from tank when I steered clear of it (in a few meters distance). Is that correct behaviour or some kind of bug?

    5. After mission finished (with success) the mission is not marked as completed (in mission selector)

    best regards and thank you for very entertaining mission.
    Last edited by MaXyM; Aug 19 2009 at 01:36.

  3. #93
    Great Mission,

    but one request and I hope I don't sound ungrateful.

    Is there anyway I can move the insertion point closer to the red circle (danger zone)

    I opened it up in the editor but couldnt find out how to do it?

    Thanks

  4. #94

    Lightbulb possible revelation

    Quote Originally Posted by Wiper View Post
    Yea I know that, but I have no idea what causes that. My guessing is that its a game glitch. Not sure but I think I've had this with other missions too.


    Well, guess I have to find another solution for that damn relaunching issue at mission end then. I've heared this from other players too, unfortunately whenever I finished since I hoped to have fixed that all went well...
    strange.

    Thanks for reporting !
    In regards to the stats, perhaps the riflemen x 5, general x 2, etc doesn't mean kills but refers to the number of times you hit that kind of target ( I do remember shoting the general 2 times).
    Maybe that is the case.

    Anyway, I love this scenario, a classic for sure. Will try tonight to get rescued again.

    I look forward to your continued support of this most wonderful mission.

    I hope in the future we can see mission variations along this theme.

    Thanks, keep up the great work.

    Your efforts are greatly appreciated!!!

  5. #95
    ok just did about my 6th mission all told so far. I do like it very much, I think the balance is good. I lost 5 men this time due to enemy ambushing me not once but twice!

    Anyway issue I found is very minor and not urgent.

    After extraction chopper landed and I boarded everyone including me I was then able to dismount everyone and the chopper went of without us, still got success message :-)

    I know you probably wont code for idiocy but it is a valid storyline bug :-)

    Once men board can you lock or remove all menu commands? or even easier as soon as last man is in player or AI, automatically take off (assumes engine was never stopped) and go to cut scene, no hassles and a nice clean ending.
    [SIZE="1"]OS: Windows 7 RC (Runs ARMA2 better than XP)
    Graphic Card: GTX460 (Gigabyte)
    Memory: 16GB
    Processor: Intel 3770K 3.5-3.9Ghz
    Graphic Card Memory: 1GB
    Monitor: Dell 23" 1920 x 1080
    Hard drive: 1x 1TB + 128GB Samsung 830 SSD
    Motherboard: Gigabyte

  6. #96
    Indeed. I think heli engine shouldn't be stopped (as in real life).

  7. #97
    Staff Sergeant Wiper's Avatar
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    Author of the Thread
    Thanks for your kind reports, folks !

    Will try to change for a rescue chopper with engines running.
    Also will givie the insertion point a higher probability to be set a bit closer.
    Its already relativley random and excessively wide approach pathes should be rather unlikely, though never impossible.

    Yes I've planned to expand Cipher to some degree. There even was second objective featured.
    I dropped it simply to the fact that I often ended up with a 2+ hours of mission time plus the Arma2 AI was MUCH tougher in the past (1.01 and 1.02 patches) wich looked a bit too harsh for me over all.

    On the other hand there still are some minor glitches I'd like to polish off (like the rain sync bug for MP) before expand the mission into any direction.
    Also I'm a bit on standby as I try to listen to you guys, in what direction you'd prefer to have it expanded... maybe it will just evolve into a second mission containing the core story..?
    Maybe into a MP compatible campaign ..?

    And a third point is that I'm strongly looking forward for two important fixes that BIS hopefully will include soon:
    - findcover (still broken)
    - a convoy driving fix
    Both glitches do hinder me mostly in doing what I'm trying to achive in first place: A most proper dynamic AI movement.
    FindCover I currently have worked around with a complicated terrain scanning code thad hardly offers what FIndCover would do.
    And the current convoy behaviour is so bad that every type of quick+organized redeployments of the AI using roads are out of question to code (small spoiler&teaser on what might come up in a next version )

    thanks again for your replies - they are MUCH appreciated !
    version 1.23 slowly, but steadily, progresses towards testing status, expect a release within the next 1-2 days
    Last edited by Wiper; Aug 19 2009 at 16:40.
    "The simplest is always the best"
    -Thomas Jefferson

  8. #98

    update

    Awesome, cant wait!!!

  9. #99
    Sounds great Wiper!

    Need to test this online with a bunch of like minded people. Should be a blast. Also if i come up with something i let you know (story/objective wise etc).

    Alex

  10. #100
    Staff Sergeant Wiper's Avatar
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    fancy testing this "unofficial beta" ?

    edit:
    *** links removed ***
    nasty bug in SpecOp mode discovered, affecting in a twofold way:
    - MP: JIP'nig players didint trigger enemy HQ actions
    - SP & MP: re-launching of rescue chopper (again, sigh) broken
    both caused by missing units managment between playing units and pool units (identical in both modes/pbo's )
    *** new beta pending ***

    - mode changes supported within one pbo,
    - briefing room in SP mode,..

    no big changes to the mission content though, besides
    - insertion point is nearer and
    - resc chopper should have running engines now.

    as always,
    have fun !

    PS.:
    oh, one thing to add:
    in MP mode now the player's gear isnt distributed automatically anymore
    while this isn't so much important in "task force" mode (as the truck supply is plenty) you may need to know this for the "SpecOp" mode in MP now before you start, as you dont have SD equipment per default.
    No gear changements in SP mode though
    Last edited by Wiper; Aug 20 2009 at 07:00.

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