.kju 3245 Posted May 14, 2011 Please post the your edited modset for inspection (at http://pastebin.jonasscholz.de). Share this post Link to post Share on other sites
delta99 34 Posted May 19, 2011 Hey guys, just wanted to commend you on fantastic work with this game mode. What I really like is that it can basically be played single player while one is waiting for human players to join. Very well done. Only problem is I don't see any servers running these missions ever. I haven't looked that much but when I have haven't found a single one. Keep up the good work. Share this post Link to post Share on other sites
.kju 3245 Posted May 22, 2011 You are welcome Delta99 :) The AI support mode is the idea by CoolBox. While some hardcore PvP players dislike any AI, it is certainly a good way to have fun waiting for the server to fill up with more players. Our server (filter getSkillD) is running a mission cycle with A&S Pro Mode only basically 24/7. However PvP in general is pretty much dead in arma (if you do not take Warfare into the equation); in addition most public players sadly prefer to join high population servers rather than quality games. ---------- Post added at 09:33 AM ---------- Previous post was at 09:18 AM ---------- Sixteenth release of A&S ProMode (2011-05-22) This batch provides several additional modsets for community MODs as well as random mode for the two SFP MOD worlds. Finally two smaller fixes. From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z. This one has the AI mode active by default. You can see the planned additions for the next release in the roadmap. 2011-05-22 changelog Added: HEXAgon modset. Added: FDF modset. Added: SFP modset. Added: FFAA modset. Added: BW modset. Added: JSDF modset. Added: random mode version for Fjardsag. Added: random mode version for Sturko. Fixed: Custom kill messages are shown after mission end. Fixed: Missing magazines for weapons in the KSK modset. The optional AI mode can be used for enjoyment while waiting for the server to fill or as training. See the details in the features section of the wiki. You can review the list of changes in detail. The A&S ProMode (2011-05-22) pack is available in the filebase. Find more about A&S ProMode, its features and countless configuration options in the wiki. Leave your feedback in the forum and enjoy! Share this post Link to post Share on other sites
.kju 3245 Posted May 23, 2011 (edited) ____________________________________________________________________ _____________________ ___________________ If you are interested to help me promote the game mode, please send me a PM. :) In the light of Iron Front and ArmA III there are new possibilities to make PvP shine again! You can help by sharing your experiences of playing it or by making video tutorials to explain in your words the game mode or its features or how to play with or vs AI. You can also write short articles about it, make screenshots or promotional videos. Anything to get the word out and to make people interested. :bounce3: Or if you are interested to learn how to make new missions, feel free to speak up. :) Edited May 23, 2011 by .kju [PvPscene] Share this post Link to post Share on other sites
sickboy 13 Posted May 23, 2011 Congrats on the release buddy! And good luck with the promotion! Share this post Link to post Share on other sites
76 0 Posted May 23, 2011 (edited) _________________________________________________________________________________________ ___________________ If you are interested to help me promote the game mode, please send me a PM. :) In the light of Iron Front and ArmA III there are new possibilities to make PvP shine again! You can help by sharing your experiences of playing it or by making video tutorials to explain in your words the game mode or its features or how to play with or vs AI. You can also write short articles about it, make screenshots or promotional videos. Anything to get the word out and to make people interested. :bounce3: Or if you are interested to learn how to make new missions, feel free to speak up. :) Best of Luck K :) I guy I play with mentioned if every Domination server just switched over to TvT Domo for a week that alone would have a big positive impact for PvP in ArmA... just a thought :) Edited May 23, 2011 by 76 missing a key word or two :S Share this post Link to post Share on other sites
delta99 34 Posted May 23, 2011 You are welcome Delta99 :)The AI support mode is the idea by CoolBox. While some hardcore PvP players dislike any AI, it is certainly a good way to have fun waiting for the server to fill up with more players. I see it as the best of both worlds. Certainly one can just turn off AI and you have PvP. But as you say its a great way to still be able to play and get the server filled up with real players. Otherwise you can't play PvP with just two players. I guess the hardcore guys just don't understand this and PvP can just die because they can't organize games or give in to something like this which can actually help the PvP scene. Plus, it is such a great game mode against the AI that you can also play this in a coop mode if you wanted to. Our server (filter getSkillD) is running a mission cycle with A&S Pro Mode only basically 24/7. However PvP in general is pretty much dead in arma (if you do not take Warfare into the equation); in addition most public players sadly prefer to join high population servers rather than quality games. I'll take a look for it and see if I can't get something going. Share this post Link to post Share on other sites
delta99 34 Posted May 24, 2011 I notice that there are no Chernarus missions in ProMode. Am I missing something here. I do see some missions listed in the Wiki outside of the ProMode tree structure. Will these work for ProMode or are these for an older version of A&S? I also notice that there are no templates for Chernarus either. Is this by design? Any reason? Share this post Link to post Share on other sites
.kju 3245 Posted May 25, 2011 (edited) There are still almost 150 missions from a2 to be converted to CO. Most are on Chernarus, Utes, but also some on Namalsk, Panthera and a few others. A manual conversion would take quite some time; unfortunately the tool by SBSMac to automate does not work. The plan is to write my own tool yet so far it has not been high up the prio lost (as we played those a2 missions too many times in a2 already :)) That said there is the random mode also available for Chernarus and Utes. So in short I can provide templates for Chernarus/Utes if there is interest. While quite many seem to download also the templates, so far people have not responded to help offers nor asked questions - so again if there is the interest, I can provide more templates, expand the wiki guide on making new AnS missions or provide a guide to convert a2 missions. :) (The a2 missions are listed under AAS in the wiki as back then both AAS and AnS shared most of the missions with only the system ontop somewhat different) Edited May 25, 2011 by .kju [PvPscene] Share this post Link to post Share on other sites
delta99 34 Posted May 25, 2011 Would certainly like to see templates for Chernarus/Utes. I understand your hesitation on converting the current Chernarus missions. I don't know if I have the time but might be able to help in developing the conversion tool. An expansion of the guide for making AnS missions might be a really good idea as well. Share this post Link to post Share on other sites
.kju 3245 Posted May 26, 2011 Sounds good. Any specific areas/topics you want to see expanded for making missions? Will add the templates for the next release. For the conversion tool here is Mac's work: Mac.Arma .net Assembly http://sites.google.com/site/macsarmatools/mac-arma http://sites.google.com/site/macsarmatools/sqm Share this post Link to post Share on other sites
delta99 34 Posted May 26, 2011 As soon as I try creating a mission I will let you know if/where the documentation is lacking. I'm having too much fun playing around with the current missions and random mode right now. Share this post Link to post Share on other sites
.kju 3245 Posted May 28, 2011 Alright. Have fun meanwhile :) Share this post Link to post Share on other sites
Romeo_Delta 10 Posted June 4, 2011 Is it possible to disable the HUD? I went into the description.ext and tried removing the entire HUD Display section, but when I got in game it faded my screen to black.. Share this post Link to post Share on other sites
.kju 3245 Posted June 4, 2011 gday Romeo_Delta, you can disable the minimap or the HUD in the mission parameters. Does this help? Share this post Link to post Share on other sites
Romeo_Delta 10 Posted June 4, 2011 Now, I read about being able to disable the minimap in the parameters, but those options don't show up for me there. I'm using the AAS100 Chernerus Template from the AAS Complete Pack. Share this post Link to post Share on other sites
.kju 3245 Posted June 4, 2011 While AAS is similar, this game mode is called AnS or A&S ProMode in full. :) See: Key differences to standard AAS [PvPscene] Share this post Link to post Share on other sites
Romeo_Delta 10 Posted June 4, 2011 Lol! I didn't even realize there was a difference! I thought it was just thought people typed the abbreviation differently. Thanks for that, and sorry for the confusion. Share this post Link to post Share on other sites
.kju 3245 Posted June 4, 2011 No worries mate. Hope you give AnS a try. It is vastly improved over AAS. :bounce3: Share this post Link to post Share on other sites
.kju 3245 Posted June 7, 2011 Seventeenth release of A&S ProMode (2011-06-07) The smaller update mainly adds the ability for the admin to adjust the zone positions in the briefing phase when playing the random mode. You can now easily adapt the zone positions before starting to play, if you are unhappy with the randomly generated result. In the following video you can see how it is done: h58xcFDAQ30# From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z. This one has the AI mode active by default. You can see the planned additions for the next release in the roadmap. 2011-06-07 changelog Added: Make it possible for the admin to adjust the zone positions during the briefing phase in the random mode. Changed: Make random vehicle generation for human players disabled by default. Changed: Adjust angle of spawned AI vehicles to the next target zone. Changed: Make AI pilots to selfkill when the eject in high heights. Changed: Automatically remove obsolete ammo crates and mashes at X-Ray. Changed: Add templates for Utes and Chernarus. Fixed: Random mode has issues when a new client JIPs. Fixed: Mission time display at mission start is broken with dayTime 0 AM. The optional AI mode can be used for enjoyment while waiting for the server to fill or as training. See the details in the features section of the wiki. You can review the list of changes in detail. The A&S ProMode (2011-06-07) pack is available in the filebase. Find more about A&S ProMode, its features and countless configuration options in the wiki. Leave your feedback in the forum and enjoy! Share this post Link to post Share on other sites
delta99 34 Posted June 7, 2011 Excellent work PvPscene. I especially like the ability to adjust the randomly generated zones. Share this post Link to post Share on other sites
.kju 3245 Posted July 3, 2011 Eighteenth release of A&S ProMode (2011-07-03) Another big update with many additions, updates and fixes. Please read the changelog below for details. Make sure to read about the remapping of the actions of the F keys. Also take note in the reworked notes section. There is more to come. The plan is to provide all details in a sort of ingame help section. Finally users of the random mode you look into the new way of mass moving zones in the briefing phase, in addition to the existing ability to move single zones to adjust the layout. Note: The files with the _AI_ tag have the AI mode active by default. You can see the planned additions for the next release in the roadmap. 2011-07-03 changelog Added: ability to quick access all infantry weapon types via number keys. Added: ability to quick change vehicle positions via number keys + shift key. Added: ability to quick access all vehicle weapons via number keys. Added: custom keys to adapt sound volume on F11 and F12. Added: make it possible to hide bodies of enemy units to deny revive. Added: make it possible for the admin to mass move all zones in the briefing phase by holding the left alt key while clicking. Changed: Remap actions on F keys. Changed: Move GDT HDR menu to F9 key. Changed: Improve notes section (ingame help) - part I. Changed: Make zones color indicate the capture progress. Changed: Make sure last info message is shown before spawning. Changed: Make the officer have a special map marker in public mode. Changed: Show number of grenades/smokes still available in the interface. Changed: Add a 'disable revive' button, if you don't want to get revived this time. Changed: Add a timeleft display also in the spawn menu. Changed: Enable ManualFire/AutoHover in public mode and disable them in match mode by default. Changed: Make the initial plane velocity based on its maxSpeed for beam into the air feature. Changed: Make sure vehicles at game start and after respawn are not floating. Changed: Remove the buggy flamethrower from i44 modsets. Changed: Zone spawn positions are buggy in 'T Land of Rocks'. Changed: Make sure AI never tries to flee. Changed: Make AI chopper pilots to eject when they lost their tail rotor. Changed: Make AI choppers not use their weapon inside the spawn protection. Changed: AI plane pilots should always have NVGoogles at their disposal. Changed: Disable temporary weapon removal on lock abuse on mouse use until related CTD source is fixed by BI. Changed: Make spawn menu interface refresh as often and quick as possible. Changed: Add item handling on complete rearm. Changed: Make grenade selection more robust. Changed: Make rifle grenade coding more robust. Changed: Make hand- and smoke grenade coding more robust. Changed: Make automated weapon selection after respawn for the player more robust. Changed: Improve function design to return a list of turrets with or without commander turret. Fixed: Player markers are not moving while in the spawn menu. Fixed: Remove small flicker in the briefing phase. Fixed: Assault classes' HE rocket amount is not reduced in tiny missions. Fixed: Quick switch from grenade to opposite grenade type does not hide the former. Fixed: Ground based vehicles cannot lock with anti air missiles. Fixed: HandGrenades/Smokes are not always removed when stashed away. Fixed: All AI gets killed if a player disconnects. Fixed: In random mode Players JIP to briefing phase do not get updated zone positions. Fixed: X-Ray is broken in the random mode, if the admin moves them. You can review the list of changes in detail. The optional AI mode can be used for enjoyment while waiting for the server to fill or as training. See the details in the features section of the wiki. The A&S ProMode (2011-07-03) pack is available in the filebase. Find more about A&S ProMode, its features and countless configuration options in the wiki. Leave your feedback in the forum and enjoy! Share this post Link to post Share on other sites
.kju 3245 Posted July 28, 2011 Nineteenth release of A&S ProMode (2011-07-28) And yet another large update with a few big additions, several updates and important fixes. Please read the changelog below for details. Note: The files with the _AI_ tag have the AI mode active by default. You can see the planned additions for the next release in the roadmap. 2011-07-28 changelog Added: ability for the admin to use the mission parameters of the preceding session. Added: custom player kill messages in mission parameters. Added: Helicopter Collision Avoidance for AI. Changed: Double the damage for units lying on the ground. Changed: Improve the visual design of the mission parameters. Changed: Make sure a JIP has a constant black screen until the spawn menu is shown. Changed: Show only the first name of AI units in the kill message. Changed: Improve artillery chat messages. Changed: Add random mode version for Malden2010. Changed: Add random mode version for Brik2. Fixed: Change class leads to an additional death in the scoreboard. Fixed: Dead body of disconnected players does not get removed. Fixed: Disconnected players in vehicles do not get removed. Fixed: Choppers get their damaged evened on all areas on damage. Fixed: Cut fence feature is broken. Fixed: Units in vehicles are shown as nearby medic in the spawn dialog. Fixed: Briefing map and main map are not adjusted to new mission area in random mode. Fixed: Custom kill message at times shown "killed by (DEAD)". Fixed: Each class change ups the group count by one. Fixed: Vehicle kills show driver (effectiveCommander) as killer rather than the gunner and actual killer. Fixed: Kill message broken when player exists the vehicle before the ammo kills the target. Fixed: Player name not shown artillery messages. Fixed: "PlayerA is healed by PlayerB" hint is still shown after mission end. You can review the list of changes in detail. The optional AI mode can be used for enjoyment while waiting for the server to fill or as training. See the details in the features section of the wiki. The A&S ProMode (2011-07-28) pack is available in the filebase. Find more about A&S ProMode, its features and countless configuration options in the wiki. Leave your feedback in the forum and enjoy! Share this post Link to post Share on other sites