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BaseWar 0.1 Beta


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Thread Starter
chrizzo
chrizzo

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#1

Posted 06 March 2013 - 12:49

Hello.

Here is my mission.

2 Bases. You got some vehicles and the goal is to destroy the enemy or capture towns for point win.

Features:

- Vehicles (Cars, Armored, Air)
- Respawn (Infantry, Vehicles)
- Base Restriction Zones (Stop spawn killing, when you enter you will die)
- Artillery Strike
- Friendly Fire security. (Teamkilling Protection / Punishment)
- Garbage Collection Script (Dead bodys and vehicles will be removed after 60sec)
- Rearm and Repair Points for Vehicles in Bases
- Capture the towns to win (point system)

Coming Soon:

- Some Bug Fixes in Rearm, Artillery and Respawn and TK Punishment Script *In progress
- New features for better gameplay *In progress
- A readme with pictures in .pdf *In progress
- new scripts and mods for better gameplay and more fun


- Next update 0.9 RC2 will be a bigger release

Bugs to fix: (should be clear in next version)


- Artillery works only until u die
- Teamkilling Punishment Script fix some bugs

Armaholic mirror:
- BaseWar TDM/CTT-30 v0.9 RC1

Official Download Mirror: (always up to date)

www.growingx.com/BASE_WAR_v_09_RC1.Stratis.zip

Changelog:

0.9 RC1 (29.09.13):

- now its 15 vs 15, i increased the players for both sides
- added 2 heavy tanks on both sides

0.8 RC2 (27.07.13):

- included waypoints for the AI to capture the 3 nearest towns
- New Base Designs for both
- added APCs from the latest patch for west and east
- added more content like defense to towns (for better gameplay)
- decreased the capture areas from the most towns (better against camping)

0.8 RC1 (13.07.2013):

- Converted from Alpha to Beta
- Fixed some scripts
- Added new vehicle respawn script to work with beta
- added new Armored and Air Vehicles
- added Sniper Team and AA / AT Specialist

0.7 RC1:

- Fixed problem after latest patch. Same version. Package is fixed.

0.7 RC1:

- fixed town capturing script. Now sectors will working fine for all on map
- insert player markers. Good to know where your teammates are
- fixed again ai stocking in spawn point
- new garbage collection script
- added more input in mission description
- added a empty truck with respawn in each town (maybe you lost your vehicle and there you go :D )

0.6 RC3:

- added Town Capturing Script! When all towns captured, you win!

0.6 RC2:

- fixed again dead zones for each base (now working 100% perfect)
- mortars are now undestroyable
- Respawn Zones are now undestroyable (Fortifications)
- Removed unarmed hunter and ifri vehicles -> added a 2nd car with MG
- Removed unarmed helicopters -> added a 2nd armed helicopter
- updated Mission Description
- added a 2nd bigger trigger zone to warn players they will be enter soon the dead zone from the bases including a screen message for warning

0.6 RC1:

- added 2 mortars in each base for defence and some fun
- fixed AI stuck in respawn points
- fixed dead zones
- added Rearm and Repair Points for Vehicles in Bases
- added Garbage Collection Script

0.5b:

- Teamkilling Punishment Script added
- Some little presets added for the next big update (CTF / Domination) *its still not working yet. Triggers and Markes added only.

0.4b:

- added Dead Zones in Bases (Look for the dark circles in colored base circles, Do not enter them or you will die!) *Stops Vehicle stealing and Spawnkilling*
- added secure respawn zones (Fortifications added against mid/long range spawnkilling)
- ammo crates are now undestroyable
- doubled ammo crates in bases
- more fortifications in bases
- added Artillery Support for 1 Squad Leader per side (Mortar Strike)
- updated vehicle respawn script

0.3b:

- Increased from 9 to 12 players per side
- added 2 civilian pickups per side
- added color markers over the bases (West Blue, East Red)

0.2b:

- Vehicle Respawn added
- changed Weather
- added Ammo Crates in Bases

0.1b:

- 2 Bases
- Vehicles
- Infantry Respawn


thanks

Edited by chrizzo, 30 September 2013 - 06:47.


PawelKPL
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#2

Posted 06 March 2013 - 13:06

vehicle respawn is so easy, just use old vehicle.sqf script from arma2. It works !

Thread Starter
chrizzo
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#3

Posted 06 March 2013 - 13:15

i know :) Its already included! ^^ here we go ^^

copper2010
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#4

Posted 07 March 2013 - 04:20

Great mission, I've played it on other servers and it is a blast, I also plan to start up a server with this. Going to become an Arma 3 classic!

Thread Starter
chrizzo
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#5

Posted 07 March 2013 - 07:43

thanks. I think i will release this week 0.4 :) with some new features.

Thread Starter
chrizzo
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#6

Posted 07 March 2013 - 20:15

push :D

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chrizzo
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#7

Posted 07 March 2013 - 23:58

Looking for map testers for next version. i got ts3 and a own dedicated server. pls german and english speaking guys.

copper2010
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#8

Posted 08 March 2013 - 01:44

Looking for map testers for next version. i got ts3 and a own dedicated server. pls german and english speaking guys.


Me??? PLEASE!!!???

Thread Starter
chrizzo
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#9

Posted 12 March 2013 - 10:12

Released new 0.6 RC3. Next version will be 0.7 RC1

Predator.v2
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#10

Posted 12 March 2013 - 12:02

Can you introduce some kind of cap status? So you actually have to stand on flags and "capture" them, waiting a bit?

Thread Starter
chrizzo
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#11

Posted 12 March 2013 - 12:15

yeah entering a marker zone to capture the town after 60seconds. but there is much work. this is first version with this mode.

EvenLease
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#12

Posted 13 March 2013 - 01:00

Hey Chrizzo, may I ask how you got the No spawn killing restriction to work? I'm not that great, or even good.. at scripting. :(

Computer Specs:

i7 2600k 4.40Ghz Overclocked

GTX 580 1.5g Superclocked

8 Gigs DDR3 Ram


Automatic gear deploy and retract sucks!

Say yes to more control and freedom! Up vote manual gear control!


Thread Starter
chrizzo
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#13

Posted 13 March 2013 - 23:14

Yeah i can explain you. wanna talk in teamspeak3? I can give you the script.

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chrizzo
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#14

Posted 13 July 2013 - 12:09

Updated :)

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chrizzo
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#15

Posted 29 September 2013 - 17:50

Updated again with 0.9 RC1 :)