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[Co-25] Warzob (Altis Anihilation)

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Direct download :

https://drive.google.com/open?id=1XqYe2BydiXoGRWNWDPY2cjtTz7-67KPj

 

Steamworkshop :

https://steamcommunity.com/sharedfiles/filedetails/?id=1711959480

 

                                                                                                                                !!! Mission for dedicated server!!!

 

Video exemple :

 

 

Description of the game mode :

Sandbox game mode with the CSATs, the base of the mission is quite simple, enemy occupied areas (NATO) are generated randomly, once the secure area a new one will be generated randomly.

Incidentally there is a small playable NATO team (5 slot) to oppose an additional resistance, thus creating more difficult and unforeseen situations.

 

Configuration of the mission :

CSAT :

-Main base or all CSAT vehicles are available.
-Recruitment of up to 10 AI per player.
-Vehicle maintenance area.
-Aircraft Configuration Zone (Pylon custom).
-3 box F.O.B (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), note that the F.O.B are brand so that opposing players can know where they are located, in order to create conflicts around the F.O.B CSAT.
-HALO Jump.

 

NATO :

-Rudimentary post, only light vehicles and light helo are available (transport, combat), heavy vehicles will need to be requisitioned from NATO IA.
-Recruitment of up to 10 AI per player.
-1 F.O.B crate (fortification construction, static weapon, light vehicles, AI recruitment, arsenal, respawn point), take note that the NATO F.O.B will be invisible in order to give an advantage to NATO players who are 4 times fewer in number.

 

Globale content :

-Approximately 80 operating areas.
-Dynamic IA activity that adapts to the actions of players such as setting up mortar camps, S.A.M, land and air patrol. The zones where the AI are setting up installations are not indicated on the map, so as NATO gradually tries to block you with barrage shots or to defeat any air action.
-Engineers can build sandbagwall (need a tool kit in inventory).
-Zeus interface for server admin.
-The group leaders of each faction have the automatic support (C.A.S, transport, ammunition drop).
-Cleaning system (performance manager) every hour empty vehicles, body, stuff on the ground are removed to keep good server/client performance over the long term, players will be notified 2 minutes before the cleaning sequence.

 

Script :
!!! Be careful not to use the modes already included in the mission !!!

 -!!! NRE Earplug !!!
-!!! Outlaw mag repack !!!
-!!! Advanced sling loading !!!
-!!! TAW view distance !!!
-!!! AIS medical system !!!
-!!! ZBE Cache !!!
-Bon recruit unit
-AI spawn script pack
-R3F logistic
-Virtual vehicle spawner

 

 

 

 

 

 

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UPDATE : Vcom AI removed and few tweaks

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Sounds quite interesting. Do you have some screenshots from map view, or others to get a better sense of the scale and whats involved? Or some raw gameplay video?

 

Also possible to port to another terrain? Or even WW2 setting?

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5 hours ago, .kju said:

Sounds quite interesting. Do you have some screenshots from map view, or others to get a better sense of the scale and whats involved? Or some raw gameplay video?

 

Also possible to port to another terrain? Or even WW2 setting?

On the map only a marker will display an area occupied by the NATO (each side know where is the action), all friendly unit and spotted enemy are displayed for each side, so there is only basic information on the map.

So a quick video will be better.

 

Its possible play other faction without too much work if you keep the Opfor as main faction and Blufor as opposing force (just need to replace playable unit, and class name in script).

 

Its also possible to port on an other map but that will require a lot of job and rework completly the dynamic AI support camp.

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UPDATE : Fixed task generator at the laptop in main base.

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how do you define the locations - array of positions, or markers, using locations as basis?

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47 minutes ago, .kju said:

how do you define the locations - array of positions, or markers, using locations as basis?

Location are game logic.

gamelogic1,gamelogic1_1,gamelogic1_2.... to gamelogic1_78.

 

Edit : I use AI spawn script pack for the sector (randomSectors1.sqf).

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