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[TVT/COOP] Total Conquest for Arma III


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tvig0r0us
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Posted 06 March 2013 - 03:54 #1

TOTAL CONQUEST
by tvig0r0us

Current version: 1.01

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Instability has finally erupted into an all out battle for control where all sides come ready to fight and scorched earth is a viable option. It's up to you to pull together a team and lead them to the ultimate victory... TOTAL ANNIHILATION OF THE ENEMY! With total freedom, how you approach your mission is entirely up to you. Take control of any vehicle, recruit soldiers or go it alone, there are no rules other than get it done. Total Conquest is a fast paced, action packed engagement where the enemy could be lurking around any corner, so watch your back and stay frosty soldier.



My Steam workshop:

Download Links:

Total Conquest Katalaki Bay v1.01
Total Conquest Dionysios Bay v1.01


Armholic Mirror- Total Conquest v1.01

Features:
- Totally dynamic combat
- Instant action
- Selectable soldier count, vehicle count, vehicle types, AI skill, fire-team size, starting time, weather, quick start option...
- Selectable spawn points
- Selectable soldier class or random selection
- Totally independent AI
- Recruitable AI
- Drive any vehicle
- Complete mulitplayer compatibility with up to 12 players(subject to change)
- Join other player groups
- Random Environment

What do the markers on the map mean???
Blue = West CP - totally controlled by the west with no enemies in the area
Red = East CP - totally controlled by the east with no enemies in the area
White = Neutral CP - controlled by no one with no troops of any kind in the area
Yellow = Contested CP - this means that there are multiple teams in the area fighting for control of the CP
Black dot in the middle of a zone indicates that the zone is able to spawn in troops.

Spawns only occur at control points that are controlled by the corresponding team and contain buildings that report room positions... if a CP is contested, no spawning will occur there until one of the teams takes control of the point. In the event that all of the buildings (possible spawn positions) in a zone are too damaged or destroyed it will be removed from the spawn point pool but will remain a capture point. A winner is decided when a team reaches the set score limit, the time limit is reached (high scoring team wins) or only one team is left with zones on the map. If your team has no control points with valid spawn postitions when you die, you will be automatically switched to the remaining team with the least amount of control points and carry on the battle with that team. This does not necessarily mean your original team is completely out of the game. If there were troops alive from your original team they can still take control of a CP, and if they do, you will be moved back to that team when you respawn.

Total Conquest layouts now cover a much larger area of the map than past Urban Conquest layouts and contain between 30-40 total capture points. Depending on the scope you choose in the parameters, the layout of the mission will be randomly selected from the points in the layout providing for a different layout every time you play. The parameters allow you to tweak the mission enormously and can be tailored to suit any kind of game play. I'll try to get something together that better explains all of the parameters as well as creating presets to ease the process.


To do list:
- Add some kind of ammo crate system
- Try to get AI groups to use vehicles with cargo slots for transport and deployment in target zones
- Create presets for game modes for easier administration
- More map layouts (including custom maps)

v1.01 changes
- Added defense for all zones. Attacking groups will now peel off of attack to cover undefended or under defended zones.
- Player can now dismiss soldiers to defend zones
- Can now switch to vehicle (will move to driver position)
- Player can now spawn to group in owned zones
- Player can force respawn
- When original team looses all zones the player will be moved to another team on respawn, but if the original side regains a zone they will be returned to that team.
- Vehicles now stay to defend zones until defenses arrive (on some occasions they will dismount and assume defense)
- Weather now selectable and synchronized across clients and JIP
- Layout is now dynamic with size of mission selectable in parameters. The layout chooses random points from a pool creating a completely different layout every time (tons of possible layouts in one mission)
- Several options for game style (Conquest with quickstart, conquest with single starting point, advance and secure, domination). Requires complete tweaking of parameters.
- Updated vehicles

v1.00 changes
- Added TAW view distance script (special thanks to Tonic for his outstanding work)
- Updated vehicle spawning scripts and logics to handle the A3 way of doing things
- Adjusted player group leader task update (still need feedback as to whether this works right)

v009 changes
- Runs in stable branch
- Added all new vehicles to be up to date with Arma 3 v1.**
- Code optimizations across the board
- Code fixes for newly implemented debug messages (thanks BIS)
- Fixed player joining player team will rejoin player if alive after respawn
- Added player leader sets target zone will update for any players belonging to that group (needs testing, please post if not working)
- Reworked the way patrols are delved out for defenders and in contested zones
- Reworked vehicle spawning selection to utilize less cpu
- All default parameter settings adhere to the original Urban Conquest concept and are optimized for best performance. The more you turn on the worse it will run, don't write me whining about it if you turn on every bell and whistle.

v008 changes
- Added a base type of system where only some points will be spawn and starting points if active
- Color coded score interface
- Changed the scoring system to fit better with a traditional conquest type scoring system
- Updated to Arma 3 beta units
- Many many tweaks and fixes.... too many to list


v007 changes
- 007 was still alpha and made many changes, but was never released due to rl and the approach of the beta

v006 changes
- many optimizations
- fixed vehicle commandeer script allowing commandeer of a player controlled vehicle
- added irregular zone sizes and shapes
- removed depreciated cp size from parameters
- added tasking for each zone
- added zone names
- removed arrow objects for vehicle spawns
- changed all map layouts for new irregular zones

v005 changes
- Uses DEV version of Arma 3 alpha
- Added coherent class names in selection screen
- Option to disable zone defenders, zones will remain under control of last occupying team
- Updated description.ext to work with arma 3 loading screen and added overview.html

Parameters tutorial video
http://youtu.be/sQKRpXKEfKc
Tis is an older video, but covers a good number of the current params... will update soon!

This mission was built from the ground up with the use of no preconfigured modules and very very little borrowed code. If you should decide to modify any of my code, do not come to me and ask me to fix it.

If you happen to run into any issues at all, please report them so I can fix them!!! Thanks and enjoy :)

Cheers:D

Edited by tvig0r0us, 08 April 2014 - 14:38.
updated


PlacidPaul
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Posted 06 March 2013 - 07:11 #2

HOLY :jesus: !

I was trying to go to sleep, but I got to see this

simon1279
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Posted 06 March 2013 - 07:37 #3

You guessed it. I'm so jacked about this game, which I'm lovin so far, that I ported Urban Conquest as soon as I got it!! This first mission takes place at the airfield on the west coast of Stratis and the town to the northeast. It actually runs pretty good. You can play with up to 8 players a side in pure pvp or coop action. I'll be developing as this game develops. so here's the first of many many missions to come!! Enjoy :D

edit - before I forget... you only get opfor and blufor to fight with... there are civs, but do not activate resistance in the params as the code is disabled. Thanks :)

Download Urban Conquest v001 for ARMA III western Stratis here >>>>>>> http://www.mediafire...zurdf5df6hgvhda


Cheers :D


PS.... This game is going to be the best game EVER!!!!


And so.... it begins... ;) thank you very much i'll play this with friends :)
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tvig0r0us
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Posted 06 March 2013 - 16:58 #4

HOLY :jesus: !

I was trying to go to sleep, but I got to see this


Lol... I have a funny feeling this game is going to cause some more wife issues. It had me up til 4 am lastnight and I still didn't get enough! I've already made some adjustments, probably as much as can be changed for what's available in the editor. Will post as soon as I wear out my fingers a bit more.

---------- Post added at 11:58 AM ---------- Previous post was at 10:16 AM ----------

Alrighty... updated the helicopter spawning fsm's so they use the assets available at this point. If you see a red arrow on the ground that's a vehicle spawn, and a blue arrow is a helicopter spawn. Moved the zones around just a touch too, but nothing noticeable. Can't wait to see more vehicles and planes in this!!

Download UC West Stratis v002 here >>> http://www.mediafire...4cifwu7k2yrudy7

Cheers :D

Winfernal
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Posted 06 March 2013 - 17:04 #5

I will try this with my mates today! Thanks :) !
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tvig0r0us
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Posted 06 March 2013 - 17:08 #6

Thanks Winfernal! I just realized I forgot to update the mission name in the Intel so you won't be able to tell what version you have running from inside the game. Sorry about that. I'll fix that on the next version. Current is v002, but will show as v001 in the game. OOPS :o

Cheers :D

CAI
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Posted 06 March 2013 - 18:10 #7

Hey mate, just tried your mission, fps nose dived with all the vehicles and stuff. Any chance of a version with infantry only ?

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tvig0r0us
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Posted 06 March 2013 - 19:26 #8

Don't forget the params. You can tune the mission as you see fit ;)

Cheers :D

CAI
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Posted 06 March 2013 - 19:39 #9

Don't forget the params. You can tune the mission as you see fit ;)

Cheers :D


Running it from a dedicated at the moment mate so until the server tools are released, we cannot edit the parameters.

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tvig0r0us
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Posted 06 March 2013 - 21:20 #10

Running it from a dedicated at the moment mate so until the server tools are released, we cannot edit the parameters.


Ahh.. I hadn't even thought of that. I'll make some smaller versions. Stratis doesn't have too much in the way of urban environments so the scope of the missions is going to be pretty small. I'm working with getting some of the new functions fivured out as they pertain to my code and I'll be releasing an update. I am aware of the framerate issues and a couple other issues so bear with me. This game is still an infant so I'm sure some optimizations are in the future.

Cheers :D

Uafasach
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Posted 07 March 2013 - 00:44 #11

All I can say is HELL YEAH! :) Was about to try my hand at doing this myself, pop onto the forums to see if there was any update to the ArmA2 version and saw this post... You've made my night, tvig0r0us.

das attorney
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Posted 07 March 2013 - 01:17 #12

Thanks for updating this to A3 man.

Spent quite a lot of time playing your A2 ones and glad to see they've made it over. Looking forward to your infantry version, was playing the one you made until 4am and it savaged my CPU! :)
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CAI
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Posted 07 March 2013 - 10:57 #13

Ahh.. I hadn't even thought of that. I'll make some smaller versions. Stratis doesn't have too much in the way of urban environments so the scope of the missions is going to be pretty small. I'm working with getting some of the new functions fivured out as they pertain to my code and I'll be releasing an update. I am aware of the framerate issues and a couple other issues so bear with me. This game is still an infant so I'm sure some optimizations are in the future.

Cheers :D


No problem mate, I wasn't moaning :) Take it everyone has noticed throwing more than 1 smoke grenade kills the server? Even on our dedicated if 3+ smokes are thrown the fps tumbles to single figures. I love your game mode, I find it way more interesting than Blitzkrieg. Was hilarious having the civvies because they actually looked to be enjoying the beach while we tore the town up!

JaFuzz
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Posted 07 March 2013 - 15:23 #14

Hey great mission!

I would really like to learn how you did the marker select for what unit you wish to spawn as...Any chance you could share the secret?

Thanks...

BigShot
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Posted 07 March 2013 - 15:37 #15

tvig0r0us - a Million Thanks for getting this out so fast!

...any chance of making the solider selction text indicate which type of solider it is rather than indicating it's class name? This would make it easier to pick what we want.

---------- Post added at 10:37 ---------- Previous post was at 10:32 ----------

Hey mate, just tried your mission, fps nose dived with all the vehicles and stuff. Any chance of a version with infantry only ?


why not just unpack the mission and set the params that way for now?...that's what I did.

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tvig0r0us
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Posted 07 March 2013 - 15:44 #16

Hey great mission!

I would really like to learn how you did the marker select for what unit you wish to spawn as...Any chance you could share the secret?

Thanks...


First of all thank you. To answer your question, I will share that, but I need to create an organized explaination for it because it's kind of a mind twister if you know what I mean.

tvig0r0us - a Million Thanks for getting this out so fast!

...any chance of making the solider selction text indicate which type of solider it is rather than indicating it's class name? This would make it easier to pick what we want.


You're very welcome. I was hoping to accomplish more clarity in the class selection, but I don't know what function will produce a simplified name. For now I'm using typeOf to get the class names so beyond that I'm not sure what to do with it outside of some major string parsing operations. I'll have to see what I can do with it in the future. For now I'm trying to work out the dynamic weather system because it appears that setOvercast does not work in the alpha. If that's not the case I have to figure out what's wrong with the code that is causing the failure.

I plan to release an update for it pretty soon featuring a smaller version in Agia Marina and maybe another that takes place only in the airfield. Of course the full version will remain also. I've figured out a couple of the do's and don'ts and have worked out some fairly decent solutions for the time being. I plan to wait until the game further develops to take it much further into development for A3.

Thanks for checking it out everyone :D

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Posted 07 March 2013 - 17:16 #17

That would be great if you could send me the tutorial or simply just put one up, I have looked around in your mission but havent found it just yet, And would rather you give me the go ahead before i "take" it...

Again thanks and Im actually going to go play this now haha

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Posted 07 March 2013 - 19:53 #18

Feel free to use the code. It can be found in init_player.sqf and p_respawn.sqf, but there is alot of code mixed into it that's not necessarily needed for the respawn selection.

Cheers

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Posted 07 March 2013 - 21:05 #19

I'd definitely look forward to a smaller version that concentrates only on the airfield or Agia Marina, too.

Thanks for your work. Urban Conquest was my favorite Arma 2/OA scenario.

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Posted 07 March 2013 - 21:29 #20

Here is an updated version featuring the larger original layout and a smaller infantry only at Agia Marina. Both now feature 32player combat with one defensive group per zone. The defensive groups will be 2 man by default. The full size version is defaulted to 4 vehicles and 1helo per side and contains 9 100m radius zones. This will be the final version until further progress is made with the game.


Please see the Op for the download

Cheers :D