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code34

[MP][COOP] COMBAT ASSAULT - Official Thread

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Hi code34,

 

I saw you posted in the CUP forum and asked the question about the issues with many of those maps. Just so you know, there is a separate thread/topic for the CUP Terrains. You might want to try to re-post your question there as well. I will also ask. I noticed someone else posted that it's affecting his mission as well so maybe we'll get some attention.

 

One request for today, how about a parameter for time of day?

 

Thanks.

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hi

 

a bug tracker was opened on the subjet 2 day ago :)

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On 31/01/2017 at 2:28 AM, mooarchanox said:

nice improvement so far, here are some feedbacks ;-)

 

~ the view distance parameter is a nice addition. It would be better to put it into 3 parameters, on foot / driver / pilot, and in my opinion, the lobby view distance should be the maximum value instead, then allow each player to change them on the fly for themselves within the lobby limit. (not everyone has very good PC) There is no need to force on all since this is not a PvP mission.

 

~ the side mission markers might needed some differences. different markers for different types of mission would be better.

 

~ earplugs need some notification (hint on/off), or may be displayed on hud that it is on/off. dynamic roll menu would do too (Put on Earplugs / Remove Earplugs).

 

~ adding garrisons AI would made clearing town sectors more interesting. Not just empty buildings for players to take cover in.

 

~ Air Drop could use some kind of broadcasting to all players, maybe displaying in command channel etc. (dropping what at which sector)

 

~ add a parameter to turn the enemy nametag off would be nice.

 

keep the improvement coming ;) you are doing a great work.

 

all should be done :) please proceed to the next wishlist. I think must of the part should be on interaction between mission type ;)

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hi dudes

 

new release:

https://www.dropbox.com/s/elpki92y5lcgwm9/combat_assault.altis.pbo?dl=0

 

logs:

- add view distance parameters

- add side missions specific markers

- add earplugs hint

- fix patrol in buildings - slow mode

- add message for bonus vehicle

- add paremeters to turn off units tags

- add buttons to turn off enemy tags

 

for time of the day, do you mean starting time ?

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I'm trying the update, nice work! here is what I think so far:

 

~ I saw that you add new view distance parameter, and notice that you use the word "MAX". so I assume that I should be able to change it mid-mission but cannot go over the parameter? how can I change it, or it is coming later ?

 

~ the new marker is nice, make it looks better in the map :-) as well as the hint for earplug.

 

~ can you explain a little more on what have you done with the "patrol in building - slow mode"? so I can tell that it is working or not?

 

~ The unit tag para, and enemy tag button are ... bugged? I turn off the parameter, but I still see the name tag over my head, and enemy, unless I use the button.

 

will let you know if there is something else =) keep up the good work !

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I found out that you cant   turn   on/off the earplug in vehicles...

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20 hours ago, mooarchanox said:

I'm trying the update, nice work! here is what I think so far:

 

~ I saw that you add new view distance parameter, and notice that you use the word "MAX". so I assume that I should be able to change it mid-mission but cannot go over the parameter? how can I change it, or it is coming later ?

 

~ the new marker is nice, make it looks better in the map :-) as well as the hint for earplug.

 

~ can you explain a little more on what have you done with the "patrol in building - slow mode"? so I can tell that it is working or not?

 

~ The unit tag para, and enemy tag button are ... bugged? I turn off the parameter, but I still see the name tag over my head, and enemy, unless I use the button.

 

will let you know if there is something else =) keep up the good work !

 

more informations :)

- new distance for the moment, is only on server side parameter

- patrol script already put AI into buildings. They will move slower between building position. AI leave buildings when they are under alert

- player tag can only turn off from lobby, enemy tag from deployment menu - it s a test

 

have to think about this cause it requires to add a player option menu and i wanted to avoid this kind of development (too much time spend for no value in meaning of the game).

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yes it should be better :) nothing else on other parT ? :)

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well, I haven't encounter any major problem so far, there are some minor glitches (which is expected in this kind of random mission) like 2 trucks can be expanding in the same sector. side objectives stuck in the terrains, objects.

 

Though, if you are looking for something to put/change. here are some input from me.

~ add a small chance for sectors to call in reinforcements, by paradrops, heli transports, or truck transport, with or without escort, when engaged by player to make each firefight less predictable.

 

~ make all airport red by default, if players want to use Air, they have to work for it.

 

~ add something similar to airport, but for heavy armoured vehicles (tanks). so by default, player can only call in light armoured vehicles, until that area is captured. maybe a factory or military base.

 

~ add the intel system. for example, enemy soldiers can drop the intel item for players to collect in order to get certain types of side objective likes destroying hangars, fuel tanks, rescue POW, eliminate HVT, etc. instead of having those appeared at random by default. (something likes "you won't know about it until you have intel on target.")

 

~ a mobile hq would be interesting. changing it to huron/military truck with deploy action to switch between mobile/static base. if it is destroyed, set some penalty, maybe disable deployment menu, and forced to spawn in the field at random location until the mobile hq is respawn.

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hi :)

 

lol, so much things. I have to think about it.

 

 

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sure, take your time thinking about it those are big features to work with.

 

for now, keep up the polishing :-)

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Hi code34,

 

Would it be possible to change the number of enemy units spawned per sector? Sometime it seems like the number of units is to low, easy to defeat. Maybe scale the number of enemy based on the number if players on the BLUFOR side or add a parameter to control the min and max numbers of units per grid sector.

 

Just a suggestion, love the progress on the mission.

 

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this mission is great fun with friends. good work on making the mission easily port-able

 

 

Edited by bailtree
make more concise

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hi guys,

 

Sorry i didnt have the time to answer before.

 

I don't have anymore enough budget to keep the servers up, so i shot them down yesterday.

 

Perhaps, i will release a new version in the next months.

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On 20.5.2017 at 8:52 PM, code34 said:

hi guys,

 

Sorry i didnt have the time to answer before.

 

I don't have anymore enough budget to keep the servers up, so i shot them down yesterday.

 

Perhaps, i will release a new version in the next months.

sad... but hopefully you will update your mission ! would be great :D

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ya, i will fix somes littles points ;)

 

can you say me what kind of upgrade/download do you use ? Is it steam upgrade , or download ?

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On 08/02/2017 at 0:17 PM, mooarchanox said:

well, I haven't encounter any major problem so far, there are some minor glitches (which is expected in this kind of random mission) like 2 trucks can be expanding in the same sector. side objectives stuck in the terrains, objects.

 

Though, if you are looking for something to put/change. here are some input from me.

~ add a small chance for sectors to call in reinforcements, by paradrops, heli transports, or truck transport, with or without escort, when engaged by player to make each firefight less predictable.

 

~ make all airport red by default, if players want to use Air, they have to work for it.

 

~ add something similar to airport, but for heavy armoured vehicles (tanks). so by default, player can only call in light armoured vehicles, until that area is captured. maybe a factory or military base.

 

~ add the intel system. for example, enemy soldiers can drop the intel item for players to collect in order to get certain types of side objective likes destroying hangars, fuel tanks, rescue POW, eliminate HVT, etc. instead of having those appeared at random by default. (something likes "you won't know about it until you have intel on target.")

 

~ a mobile hq would be interesting. changing it to huron/military truck with deploy action to switch between mobile/static base. if it is destroyed, set some penalty, maybe disable deployment menu, and forced to spawn in the field at random location until the mobile hq is respawn.

 

any other ideas ? :)

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ok next release incoming, i will share it in few hours/days.

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hi

 

Just release the 1.39.90 (1.4 alpha version)

https://www.dropbox.com/s/1egsh8jxwrvtxfe/combat_assault.altis.pbo?dl=0

 

- add the reinforcments system for enemies zone

- change paradrop system

- add mobile base  / base generator

- all airport are enemies by default

- add factory to build armor vehicles, all factory are enemies by default

 

Mission still compatible with all Maps, only have to rename the pbo extension with the map you want to play :D

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