c0da 10 Posted March 6, 2013 (edited) I have created simple CTI Warfare mission for first boot Arma 3 Alpha because there isnt any mission of this kind. I was playing full night until morning with my friends. It's not good like Warfare BIS or BE, but if you want - you can try it. It's for 16 players: 8 vs 8. Full Map Edition [Simple CTI Warfare 16 vs 16 11 march] link: http://zalil.ru/34350317 or http://www.armaholic.com/page.php?id=18833 Stratis North-West Edition [Simple CTI Warfare 8 vs 8 11 march NW Stratis] link: http://zalil.ru/34339206 old: Full map versionhttp://zalil.ru/34332388 North-West Stratis version for more intense battles: http://zalil.ru/34339248 Feutures: + Play with AI. AI groups get waypoints so you can play alone against AI. Also AI can get bots at base and oriented on infantry; + Capturing Towns. Every captured town gives some income every minute. Yellow town - noone have town. Red town - East forces. Blue - West forces. Black towns - West and East forces are fighting for town; + Buy soldiers, light armor and aircrafts. Come to factory (Red cashdesk :)) and use action menu. Look at map B, LF and AF markers; + Respawn. If you died you will respawn at base; + GOAL: Capture all towns. There are 12 towns. Hints: + use radio 0-0-1 to check your money; + use radio 0-0-2 to check current income; Updates: [6 march] + Balanced income,pricing and positions of towns; + Added 1 free barracks at the center of the island. Both side can hold and use it, but cost of units increased; + Victory condition: take all towns; + Markers on teammates. You know where are your friends; [9 march] new: +AI groups get waypoints so you can play alone against AI. Also AI can get bots at base and oriented on infantry (10 units max for AI).; + Garbage collection: Deleting dead bodies and destroyed vehicles every 5 minutes, so framerate must be more stable; + Empty mortars near every base for fun; + New units added; + Added "fillCrate" - weapons and magazines. changes: - car spawn for bluefor fixed; - helicopters are cheaper; - don't need staying at towns to hold them; - various minor changes; [11 march] New: + added 16 playable slots (16 vs. 16); + parameters: * Time; * Fog; * Max ai squad size; * Barracks enabled/disabled. If you like PVP just disable barracks. + Briefing ("How To" page). Fixed: - current income show 0$; Edited March 15, 2013 by c0da mission update Share this post Link to post Share on other sites
Winfernal 2 Posted March 6, 2013 I'll try it when i can! Sounds nice :) Great efforts! Share this post Link to post Share on other sites
chrizzo 1 Posted March 6, 2013 I used since hours on my server (DE). Feature Request: - Air Factory - See Teammates on Map - Resistance in Towns before capture - See Respawn Time So works fine ^^ Share this post Link to post Share on other sites
chrizzo 1 Posted March 6, 2013 Bug Reporting: Dont know if the problem is the alpha but with this mission my server crashes often! Share this post Link to post Share on other sites
c0da 10 Posted March 7, 2013 New update: + Balanced income and positions of towns; + Added 1 free barracks at the center of the island. Both side can hold and use it, but cost of units increased; + Victory condition: take all towns; + Marker on teammates. You know where are your friends; Share this post Link to post Share on other sites
Radioman 6 Posted March 7, 2013 Question: Any reason for the use of SQS script in the unit creation ? Is there something I've not been told? Share this post Link to post Share on other sites
Lord_of_War_CZ 1 Posted March 7, 2013 Hi, I was testing your CTI mission and came up with some ideas which could make it even more funny and enjoyable. So if u dont mind, here they are: 1. Adding some info graphic, like respawning, units on map, income, money etc. 2. Placing some more places to cap. 3. No units attacking bases at start, just few soldiers holding closest points. 4. Each point could generate some soldiers from time to time which would attack enemy base. 5. More money from captured points. 6. Cheaper vehicles. 7. 20 max ai´s per player 8. Ability to buy weapons which would stay after player´s death. 9. AF only one at Airfield for more challenge. 10. Fixing spawns for cars ( blufor´s spawn in rocks) 11. Adding some sort of mobile spawn point´s (simple car with script named ambulance). 12. More players- 12 on 12 13. Some simple mortar´s at each base for fun. 14. Parameters (weather and such) If any of these things could be added/fixed, mod could be quite fun. In any case thanks very much for your upload and see u in game sometime :D. Share this post Link to post Share on other sites
c0da 10 Posted March 9, 2013 (edited) Can someone test new version on dedicated server please, please. I got tiny internet :( link for RC3:http://zalil.ru/34331468 new: - AI groups get waypoints so you can play alone against AI. Also AI can get bots at base and oriented on infantry.; - Garbage collection: Deleting dead bodies and destroyed vehicles every 5 minutes, so framerate must be more stable; - Empty mortars near every base for fun; - Briafing; - new units added; changes: - car spawn for bluefor fixed; - helicopters are cheaper; - various minor changes; - don't need staying at towns to hold them; in RC3 fixed: - unlimited units spawning at EAST base + ai squads can get 10 units max ---------- Post added at 15:03 ---------- Previous post was at 13:15 ---------- [/color]Fixed unlimited spawning in RC3. Thanks to them who run RC. Edited March 9, 2013 by c0da link update Share this post Link to post Share on other sites
griffz 1 Posted March 9, 2013 i'm testing it . FPS problem solved , it seems . you said 8*10 soldier for each side ? plus town occupation right ? my dedicated run at 50fps , my client at 30fps (limited , by choice) Share this post Link to post Share on other sites
HateDread 13 Posted March 10, 2013 Hey man, nice work! Does this include AI commanders and what-not? Like, if I play this mission with only one buddy, will it just be one vs one with our AI units, or will each team be filled out with AI units being controlled? EDIT: Just saw; - AI groups get waypoints so you can play alone against AI. Also AI can get bots at base and oriented on infantry.; Guess that answers it :) Share this post Link to post Share on other sites
c0da 10 Posted March 10, 2013 added North-West Stratis version. Also added 3 playable civilian slot for fun. Civillians can't respawn. link:http://zalil.ru/34333606 ---------- Post added at 13:25 ---------- Previous post was at 13:16 ---------- griffz Here is no town occupation yet. AI squad can own 5-14 units at the same time. Share this post Link to post Share on other sites
Midniterider 10 Posted March 11, 2013 where can you rearm vehicles at. thats where i'm baffled atm :P Share this post Link to post Share on other sites
javelin10 0 Posted March 11, 2013 (edited) Nice mission, c0da. Played a couple of hours in it today but not found Blufor AF point... Opfor AF doesn't let me buy choppers :( Doh: yep there it is. Just didn't scroll down that far :o Edited March 12, 2013 by javelin10 Share this post Link to post Share on other sites
c0da 10 Posted March 11, 2013 Nice mission, c0da. Played a couple of hours in it today but not found Blufor AF point... Opfor AF doesn't let me buy choppers :( Thanks. AF of bluefor near "THE SPARTAN" point, its south of Stratis. Mission update. I tested it alone (contact me if anyone want help me to test new version), but looks stable. Full Map Edition link: http://zalil.ru/34338188 Stratis North-West Edition link: http://zalil.ru/34338192 New: + added 16 playable slots (16 vs. 16); + parameters: * Time; * Fog; * Max ai squad size; * Barracks enabled/disabled. If you like PVP just disable barracks. I will add new parameters later. A hour ago I saw PARAMETERS option first time ^^. was it available at ALPHA release? Fixed: - current income show 0$; Share this post Link to post Share on other sites
Predator.v2 10 Posted March 12, 2013 Can you somehow disable/toogle basedefense AI for better performance? And i think your mission needs longer caps for flagpoints and AI resistance defending them. Share this post Link to post Share on other sites
javelin10 0 Posted March 13, 2013 Played some more last night and noticed something odd. I headed up NW from blufor base and eventually captured airfield before being killed. Then I respawned....in enemy base. It was full of blue and red AI spawning in the same place so was quite chaotic and very low FPS on my machine. I suggest remove spawning in OPFOR base and allow spawning in any friendly held objective to cut down on running. Also: Units shouldn't rush for the enemy base...it's bad strategy. Objectives could spawn small number of defensive troops Prices and revenue seem ok at the moment...perhaps a little too generous until Enemy AI learn how to use their mortars! Persistent loadouts with backpacks when they become available. Mobile spawn point? This my favourite mission so far. Share this post Link to post Share on other sites
griffz 1 Posted March 14, 2013 could you add a choice of AI skill ? it seems AI are one shooter . Share this post Link to post Share on other sites
sl8_slick 1 Posted March 14, 2013 I liked this mission a lot. Especially after you made it so points were captured after you left the area. Share this post Link to post Share on other sites
c0da 10 Posted March 15, 2013 (edited) Played some more last night and noticed something odd. I headed up NW from blufor base and eventually captured airfield before being killed. Then I respawned....in enemy base. OMG Really. My fault. Mission fixed - http://zalil.ru/34350317 ---------- Post added at 14:35 ---------- Previous post was at 14:28 ---------- could you add a choice of AI skill ? it seems AI are one shooter . Noted it ---------- Post added at 14:36 ---------- Previous post was at 14:35 ---------- Played some more last night and noticed something odd. I headed up NW from blufor base and eventually captured airfield before being killed. Then I respawned....in enemy base. It was full of blue and red AI spawning in the same place so was quite chaotic and very low FPS on my machine. I suggest remove spawning in OPFOR base and allow spawning in any friendly held objective to cut down on running.Also: Units shouldn't rush for the enemy base...it's bad strategy. Objectives could spawn small number of defensive troops Prices and revenue seem ok at the moment...perhaps a little too generous until Enemy AI learn how to use their mortars! Persistent loadouts with backpacks when they become available. Mobile spawn point? This my favourite mission so far. Noted Edited March 15, 2013 by c0da Share this post Link to post Share on other sites
javelin10 0 Posted March 26, 2013 Yup that fixed it. Updated classes for Ifrit and its playing fine. 'Rushing enemy base' problem was entirely due to respawn bug now fixed. Not problem with your mission I'm sure, but when you get troops in to crew enemy mortars they seem to leap into the air on firing. next shot goes into ground and mortar team die. Armaholic still listing old version, though? Share this post Link to post Share on other sites