Beerkan 71 Posted July 19, 2013 What happened to the repair station at the airport. Me and my mate drove half way round the map to repair our hunter. Is this only there in the developers version?Just noticed this missing too from your latest Occupation_0_1_4. It makes heading back to the south of the island for repairs a bit of a chore? Any chance it can be put back? Share this post Link to post Share on other sites
bangabob 41 Posted July 20, 2013 Not sure if it's by design?I'll capture the 3 closest squares to the base-then move up to LZ Connor with the 3 red squares. When i get close enough i will chuck down a rally point, when i check how many Opfor that are there,it will say 22. Now i may kill 20 of them then die :( I'll then respwan at my rally point and hey presto 22 Opfor are there again,and again and again! Is this by design? It's how eos works. Also a bit of a design choice. The way I see it is if the players are killed while attacking a zone then you've failed and simply 'grinding' the zone won't work ---------- Post added at 01:16 ---------- Previous post was at 01:14 ---------- Just noticed this missing too from your latest Occupation_0_1_4. It makes heading back to the south of the island for repairs a bit of a chore? Any chance it can be put back? I don't remember even adding that repair pad in the first place. But I'll add one at the airfield in the next version. ---------- Post added at 01:25 ---------- Previous post was at 01:16 ---------- On your side missions can you have a different marker? Atm they seem to be red squares like the rest? They don't really stand out as such. Also i'm having a slight issue? Not sure if it's by design? This probably isn't completely clear but these objectives aren't side missions. I havnt even started the side mission system yet. I purposely havn't added extra markers on these objectives because i thought it would clutter the mission. I Also think these objectives give a nice feedback (unlocking vehicles, success hints) to the player for playing the mission in their own way. NOTE: 0.14 was dev version (Invinsible player and teleport). Mission link updated with proper version now Share this post Link to post Share on other sites
CSLALUKI 30 Posted July 20, 2013 0.14 released. Good work Bob. Thanks ! Share this post Link to post Share on other sites
ck-claw 1 Posted July 20, 2013 Thanks for the update again-yeah objectives is what i meant :) As for the design 'thingy' i know what you mean but, damn pain when your the only one playing ;) Share this post Link to post Share on other sites
bangabob 41 Posted July 20, 2013 Thanks for the update again-yeah objectives is what i meant :)As for the design 'thingy' i know what you mean but, damn pain when your the only one playing ;) I feel your pain there. Although i would rather have the mission too challenging than too easy :D Share this post Link to post Share on other sites
ck-claw 1 Posted July 20, 2013 I feel your pain there. Although i would rather have the mission too challenging than too easy :D How about a Param option for amount of enemy? Not sure if thats possible as no doubt you prob have to mess with your EOS stuff? No worries if not, i'm sure you've got enough on your plate :cool: Share this post Link to post Share on other sites
bangabob 41 Posted July 20, 2013 How about a Param option for amount of enemy? Not sure if thats possible as no doubt you prob have to mess with your EOS stuff?No worries if not, i'm sure you've got enough on your plate :cool: I shall look into making the number AI scale with the number of players in the mission Share this post Link to post Share on other sites
ck-claw 1 Posted July 20, 2013 Thanks- that would'nt be a bad idea-just played the whole night with 3 of us! What defines the enemy count staying as is? (meaning, if there are say 28 enemies, we kill 20-at what point does it reset back to 28)? All players dead and have to respawn at base? Keeping one person alive to spawn on does not reset the enemy? Hope that makes sense lol Share this post Link to post Share on other sites
bangabob 41 Posted July 21, 2013 Thanks- that would'nt be a bad idea-just played the whole night with 3 of us!What defines the enemy count staying as is? (meaning, if there are say 28 enemies, we kill 20-at what point does it reset back to 28)? All players dead and have to respawn at base? Keeping one person alive to spawn on does not reset the enemy? Hope that makes sense lol When the square is highlighted all the enemy are Spawned. If the square is left and the highlight fades then the square has resets. So yeah you can leave one player alive in the square to avoid it resetting Share this post Link to post Share on other sites
bangabob 41 Posted July 24, 2013 Unfortunately due to lack of feedback my progress with this has been slow. But anyway i have responded to the feedback i have had and hopefully its solved your problems :) changelog 0.15 - Rally point can be picked up from previous position - Rally point markers turn invisible when not active - Added global sidechat functions - Randomised main task order - Updated with EOS 1.6 - Added amount of enemy Parameter - Fixed end trigger (Hopefully) - Added airfield repair pad Share this post Link to post Share on other sites
ck-claw 1 Posted July 24, 2013 Thanks for the update Bob :cool: Share this post Link to post Share on other sites
rmk80 10 Posted July 24, 2013 Hi, I really like your mission and currently it's all I play in A3. Most of the times I play the mission alone (LAN) or together with a friend. Therefore I really appreciate the fact that I can play with AI in my team. Please keep this feature alive in future updates!! Since you are asking for feedback, I actually have the following remarks: I am still using version 0.12 because then I am able to play as WEST. In the updated versions I can only play as the GREEN army. The problem with GREEN army is I get no sounds (talk) from AI units. I do not hear them reply or spot enemy units, which is very annoying. I woul really appreciate a version that allows to play as WEST. Maybe this could also be a mission parameter? When starting the mission (any version, non dedicated server) I get an error stating the following: ....t.sqfEOSmarkers = EOSmarkers + (_this |#|select 1); { _x setMarkerAlpha (MarkerAl...' Error Zero divisor File mpmissions\__cur_mp.Stratis\eos\eos_init.sqf, line... It does not seem to affect the mission, however I got this error since I started playing your mission. So it happens in all versions. Last remark, I would love to see a random starting point. Mostly because I never have the time to play the whole mission through. This would keep things more interesting. Thanks a lot for all your efforts! Share this post Link to post Share on other sites
bangabob 41 Posted July 25, 2013 Hi,I really like your mission and currently it's all I play in A3. Most of the times I play the mission alone (LAN) or together with a friend. Therefore I really appreciate the fact that I can play with AI in my team. Please keep this feature alive in future updates!! Since you are asking for feedback, I actually have the following remarks: I am still using version 0.12 because then I am able to play as WEST. In the updated versions I can only play as the GREEN army. The problem with GREEN army is I get no sounds (talk) from AI units. I do not hear them reply or spot enemy units, which is very annoying. I woul really appreciate a version that allows to play as WEST. Maybe this could also be a mission parameter? When starting the mission (any version, non dedicated server) I get an error stating the following: It does not seem to affect the mission, however I got this error since I started playing your mission. So it happens in all versions. Last remark, I would love to see a random starting point. Mostly because I never have the time to play the whole mission through. This would keep things more interesting. Thanks a lot for all your efforts! Thanks. Well i don't plan on releasing WEST/EAST versions of occupation until i have completed the 'core' of the mission. Unfortunately its not possible to change your side with mission parameters either. As for random starting positions, thats a good idea. I will need to have a think on how that can be achieved. But for now the latest version has a 'rally point' feature which allows you to quickly deploy to other areas of Stratis. (Maybe use that instead?). Share this post Link to post Share on other sites
corey 11 Posted July 25, 2013 ACRE don't work with this mission. Could you make a version compatible with ACRE? Thanks Share this post Link to post Share on other sites
ck-claw 1 Posted July 25, 2013 I think you got the rally point working just right now! Also the scaling of the enemy spawning in the params if not many playing :cool: The mission started with a few errors but considering the new patch all seem to work well. Share this post Link to post Share on other sites
bangabob 41 Posted July 26, 2013 ACRE don't work with this mission. Could you make a version compatible with ACRE? Thanks I wasnt aware that a official ACRE mod is even released yet? Anyway the only thing you need to make missions work with ACRE is an ACRE radio box. ---------- Post added at 22:40 ---------- Previous post was at 22:39 ---------- I think you got the rally point working just right now!Also the scaling of the enemy spawning in the params if not many playing :cool: The mission started with a few errors but considering the new patch all seem to work well. Yes tonnes of script errors showing for this version. I have already fixed the script errors for the next version but i really want to implement the Scuba diving side missions fully before i release it Share this post Link to post Share on other sites
ck-claw 1 Posted July 26, 2013 Take your time buddy, scuba side missions would be fun! Share this post Link to post Share on other sites
JustCallMeJacob 10 Posted July 27, 2013 Can you add some sort of teleport script where we can teleport around the map to different cities? Share this post Link to post Share on other sites
kombatfighter 10 Posted July 27, 2013 Like the changes, it's a different take on the base take overs (esp with the defending part). Keep up the good work! Share this post Link to post Share on other sites
bangabob 41 Posted July 28, 2013 I am exited to announce v0.16! Lots of new features Changelog changelog 0.16 - Updated VAS - updated get/set loadout - Removed camp rogain defense mission - Added EOS 1.75 - Added a new parameters - Added repair pad structure at airbase - Removed error from rearm.sqf - Built realistic deployment base (Thanks Beerkan) - Using DAPS medic system over BTC revive - Added side missions - Added silent warriors flag at base - Fixed script errors Share this post Link to post Share on other sites
ck-claw 1 Posted July 28, 2013 Cheers Bob -uploaded to both our servers. Gonna give it a blast now. ---------- Post added at 00:31 ---------- Previous post was at 23:34 ---------- Jesus Robert, what have you done?? Tried to cap the 1st 3 red squares from the base= Mortar'd + enemy attack chopper!!! Brilliant!!!:coop: Share this post Link to post Share on other sites
bangabob 41 Posted July 29, 2013 Cheers Bob -uploaded to both our servers.Gonna give it a blast now. ---------- Post added at 00:31 ---------- Previous post was at 23:34 ---------- Jesus Robert, what have you done?? Tried to cap the 1st 3 red squares from the base= Mortar'd + enemy attack chopper!!! Brilliant!!!:coop: Share this post Link to post Share on other sites
baunegaard 1 Posted July 29, 2013 Is this mission built upon stable ør dev version? Sent from my Xperia Mini Pro using Tapatalk 4 Beta Share this post Link to post Share on other sites
kombatfighter 10 Posted July 29, 2013 For some reason when you moved the binoculars and rangefinders to their respective places, they can't be added to the inventory now. As I'm usually the squad leader, kinda need those binoculars. Thanks man! Share this post Link to post Share on other sites
bangabob 41 Posted July 29, 2013 Is this mission built upon stable ør dev version?Sent from my Xperia Mini Pro using Tapatalk 4 Beta Always stable ---------- Post added at 12:45 ---------- Previous post was at 12:44 ---------- For some reason when you moved the binoculars and rangefinders to their respective places, they can't be added to the inventory now. As I'm usually the squad leader, kinda need those binoculars. Thanks man! I believe this was a VAS issue, although Tonic has sinced patched it. This should be resolved in the next version. Share this post Link to post Share on other sites