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celery

DM 40 Vanilla: Altis - a multi-location deathmatch

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Vanilla: Altis - a multi-location deathmatch for 2-40 players

This mission currently has 89 locations, all of which have carefully considered minimum and maximum player capacities, respawn areas and weapon loadouts, effectively making them individual deathmatches in their own right. You can choose to play the whole match in a single location or you can go for a tour that changes locations mid-game. The mission takes the number of players into account when changing the location, so you'll always end up with a good fit.

Features

  • 89 hand-picked locations
  • Tour mode that changes locations while you play
  • First aid kits heal you completely
  • Advanced respawn positioning system that avoids enemy line of sight
  • Deep and serious story

Version 1.0 - Steam Workshop - Armaholic - Mediafire

Changelog

v1.0

  • Fixed respawn marker's color
  • Fixed local weapon pool issue
  • Fixed insufficient carrying capacity for certain units
  • Added player capacity info to location name marker
  • Added FIA uniforms
  • Changed view distance from 1000 to 600 meters for better fps
  • Player now changes instantly to an appropriate animation when getting a new weapon
  • Changed SDAR underwater ammo to proper ammo
  • Removed location: Agios Petros
  • Added location: Makrynisi
  • Respawn position system is now better at avoiding rocks
  • Improved the æsthetics of death notifications
  • Added time of day selection
  • Added grenade launcher versions of 5.56 mm assault rifles
  • Separated 9 mm and .45 caliber weapons in location-specific weapon pools
  • Fixed bug in weapon pool changing if location changes when you're dead
  • Added individual weapons in mission parameters
  • Dead bodies are now instantly cleaned up every time the location changes
  • Disabled door opening script (which was unreliable to begin with) to improve server performance

Edited by Celery

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My name is Spacecat and I approve this thread.

Good to see it released Celly

I approve of your post. :sol:

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Sweet!

Can you please also provide a non steamworkshop download link please.

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;2516295']Sweet!

Can you please also provide a non steamworkshop download link please.

Added.

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Features

  • 89 hand-picked locations
  • Tour mode that changes locations while you play
  • First aid kits heal you completely
  • Advanced respawn positioning system that avoids enemy line of sight
  • Deep and serious story

[/b]

I just CAN'T forget your descriptions/SITREP's following every DM mission (while ARMA 1 era).Simple/short/Full of Win!

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Downloading now and it looks great.

I hope some of your A2 ideas will be moved over to A3. (Disco and Razing of Zargabad, just sayin').

Love your work.

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Just put your mission on my fresh new serv.

You remove the grass, not bad, my FPS appreciate that :)

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People seems love your mission Celery.

My server is always full.

I'm glad to see you frag everyone on my serv :)

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I have great play yesterday. However when more people were joining the server and we've been moved to more dense locations my fps dropped to 10 (from initial 30).

Is it possible to decrease distance view for such locations? - those are towns with many buildings so you don't see / look at the landscape around anyway, and it would improve the smoothness

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I have great play yesterday. However when more people were joining the server and we've been moved to more dense locations my fps dropped to 10 (from initial 30).

Is it possible to decrease distance view for such locations? - those are towns with many buildings so you don't see / look at the landscape around anyway, and it would improve the smoothness

It'll make the locations look less pretty but yeah, fps is important.

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Downloading now and it looks great.

I hope some of your A2 ideas will be moved over to A3. (Disco and Razing of Zargabad, just sayin').

Love your work.

Looks like you got your wish (Razing of...). Crossing fingers for a Road Rage port :p

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lol Ligthert, that happened to me too, tell him go prone a couple of times and out you pop :), I would say that due to the locations you used this is better than the original, I was getting an issue the other night where myself and Delta were spawning with the same weapon on every location (by same wep I mean that one location I had pistol throughout, then on another it was a sniper rifle etc... not sure if this is a bug or planned ? )

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I've had loads of fun with this scenario! Thanks Celery! :D

There is however one small bug, we've had a player spawn into a large chunk of rock of which he coudn't escape. It is related to: http://feedback.arma3.com/view.php?id=2563

Pressing respawn in the escape menu is a working emergency solution. I'll try to figure out how to prevent that but unfortunately some objects such as certain rocks or buildings don't register in altitude or line intersection checks which makes it a bit tricky.

I was getting an issue the other night where myself and Delta were spawning with the same weapon on every location (by same wep I mean that one location I had pistol throughout, then on another it was a sniper rifle etc... not sure if this is a bug or planned ? )

It's half intended feature, half bug. Different locations have their own weapon pools, sometimes more than one, but an oversight of mine caused clients to choose their own weapon pools at random instead of the server assigning a universal one.

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Mission updated to v1.0

Changelog

  • Fixed respawn marker's color
  • Fixed local weapon pool issue
  • Fixed insufficient carrying capacity for certain units
  • Added player capacity info to location name marker
  • Added FIA uniforms
  • Changed view distance from 1000 to 600 meters for better fps
  • Player now changes instantly to an appropriate animation when getting a new weapon
  • Changed SDAR underwater ammo to proper ammo
  • Removed location: Agios Petros
  • Added location: Makrynisi
  • Respawn position system is now better at avoiding rocks
  • Improved the æsthetics of death notifications
  • Added time of day selection
  • Added grenade launcher versions of 5.56 mm assault rifles
  • Separated 9 mm and .45 caliber weapons in location-specific weapon pools
  • Fixed bug in weapon pool changing if location changes when you're dead
  • Added individual weapons in mission parameters
  • Dead bodies are now instantly cleaned up every time the location changes
  • Disabled door opening script (which was unreliable to begin with) to improve server performance

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^ that is a sorry state of affairs. Guess it's too hard to give credit where it is due?

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I know I know... I feel bad about it already what more do you want!

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