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Operation flashpoint: commander

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Please check out our new creation, OFP: Commander!

It's a new mod for OFP:Resistance that adds the ability to create buildings, units, weapons etc. "in-game". Create new groups "on-the-fly" and give them orders like patrol or move and so on...

The whole idea is simple. Take over towns/cities to earn money. Use the money to build structures and units to fit your strategy. Some kind of "capture the island" with alot of freedom!

People tend to compare Commander with MFCTI. But even though the goal of the misson - "taking over an island" - is the same, the way to get there is very different!

In MFCTI you have a limited amount of groups which you can assign units to, in Commander you can create new groups in-game which makes it much more dynamic.

Commander is played in MP where one player at each side takes the role as commander. He is the one who creates units, structures. He/She is responsible for keeping the army together and assigns missions to the other players. To keep track of everything, there also is a report-system that warns when any AI-controlled unit spots an enemy and a radar system to keep track of friendly troops.

The rest of the players become colonels which can control the AI-controlled units and executes missions the commander assigns to them.

Check out:

http://nordserver.dyndns.org/commander/

/The commander team

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sounds cool, but the link doesnt work biggrin_o.gif

Hm, the server is a bit unreliable. But try again later, and it will probably work.

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What is this thing anyway? A mod (with it's own config.cpp) or a heavily scripted MP-mission?

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Sounds like a new form of CTI. But in this case CTV (capture the village)

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It is something between a mod and a mission. Mainly it is a really big MP mission with many advanced scripts, BUT we also have a small addon to among other things add our own markers.

Later we may add some new vehicles too...

The goal is actually to capture the island - by capturing the villages/towns...

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Looks good, gonna try it out this weekend smile_o.gif

It's an alpha version? Can you play against AI, ie not having any human opponent?

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So more than two people can play this correct? There could be a slew of AI guys out there and a handful of real people. Can real people other than the commander be assigned a squad?

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OK I give up how do you build your initial barracks if the only engineer is you and it keeps telling me I cant perform the task.

Also I think we are missing Waypoint markers for the inf. and cant get mulitple wp to work on the map

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Read.

Mostly I believe this can be put in user missions. This is mostly just an MP mission and there's no reason to put it here.

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Each human player has the ability to joining or unjoining AI-units to their group. The Commander may also build units directly to an other players group.

One player on each side MUST play as the Commander (the first role in the player selection screen). The Commander initiates construction, he or any other player then ask an engineer to construct it (select the engineer, press 6, then press the button that corresponds to the building you want to construct.)

About RTS - I haven't tried it (too many addons required  tounge_o.gif )...

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After some consideration, it has been decided that this really belongs in user missions...

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Its a good start and all,.

The building system is very good and I like how they raise, this is something I was gonna mod into CTI and RTS but never go around to it.

A few suggestions:

When greating a jeep once it said some driver error == player etc,.

Have workers that can be built, perhaps a guy in white at the start that is with your men,.

Second is the buy anywere thing is a bit cheap, be nice to have seperate menu systems per biuilding and u had to be at them in order for it to work.

Second of all there needs to be more options like on RTS and CTI maps.

If you can do all that and still allow it to be EASY!!! to make one of these missions and also place in your own player count and vehicle units etc then it should be all good.

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The building system is very good and I like how they raise, this is something I was gonna mod into CTI and RTS but never go around to it.

Thank you... smile_o.gif

When greating a jeep once it said some driver error == player etc,.

It would be much appreciated if you post these bugs on our forum together with a screenshot.

Have workers that can be built, perhaps a guy in white at the start that is with your men.

Well... We didn't want all those workers running around like they do in MFCTI. We want control! That's why we have the engineer instead. To compensate for all the orders you have to give to them, we implemented that every human player can give orders to the engineers. The commander just have to initiate the buildprocess, and then another player can take over...

Second is the buy anywere thing is a bit cheap, be nice to have seperate menu systems per biuilding and u had to be at them in order for it to work.

Well, buy anywhere... The units must still be built in a factory, soo I don't think that will be a big problem. Think of it as transmitting orders via radio... rock.gif

Second of all there needs to be more options like on RTS and CTI maps.

We are still in the ALPHA process... More features will be added as we move forward.

If you can do all that and still allow it to be EASY!!!

Easy is one of the main goal...

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I'm interested in this, however. Most RTS type games for ofp have a learning curve that's just too steep for anyone to invest the time it takes to enjoy it.

Myself included. I'd rather just play as a soldier in a game of CTI coop.

Now if it were as easy to begin with as most real RTS games, you'd be on to something.

I know that would be more difficult considering the limitations of the OFP engine, however allowing the player to sort of get their feet wet without reading a mini novel sized manual is a good start. So they can actually play the game however require reading for the finer points.

Another issue. The commander's viewpoint.

Most RTS games have some kind of 3rd person semi omniscient view in which you can better control your units.

This is sorely lacking from any true RTS type game. I'm not talking about clumsy cameras that are attached to vehicles or the leader of a squad. A totally independent camera you can use to move about and view the action as it unfolds is necessary. Furthemore this ability should be innate. Not a researched technology. The closest thing to point and click would be preferable with room to allow your strategic repotoire to expand with your experience and knowlege of the game.

I'd play something like that. Otherwise. I'll just stick to my CTI.

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