Jump to content
honchoblack

Dynamic Afghanistan

Recommended Posts

I cant find the rebels smile_o.gif i flyed over all island no one a live smile_o.gif

i played 1.1version

Share this post


Link to post
Share on other sites

brat -

go to the CO, check the map for the location, let yourself assign a mission, the CO is the guy in the pictures above biggrin_o.gif

but you should really go for version 1.2b, the readme is included, available in the first post wink_o.gif

Share this post


Link to post
Share on other sites
Could you give me a headsup and maybe arrange to send the island to me ahead of time so i can update Convoy Security?

Yes, of course. I think the pre-release version will be ready in 2-3 days. smile_o.gif

Share this post


Link to post
Share on other sites

This is what I have noticed in 1.2b -

"_x doMove [_x,_y] (error message"

"KA-50 down!" 75 % of the time I asked for Close Air Support. I think the Hokum's speed isn't very fit for the Afghan terrain.

Share this post


Link to post
Share on other sites

Nemesis6 -

thank you for reporting, it has been my problemchild, but i got it well

overhauled, expect more effective CAS support for the next update wink_o.gif

Share this post


Link to post
Share on other sites

thank you! ive called for cas before and the chopper just went on top of the bad guys and sat there for 5 mins then left! it didnt even fire a shot!

Share this post


Link to post
Share on other sites

This is a great mission however the air support is lacking

need the SU's to do bombing runs etc

need a good aircraft bombing support option

also hinds should have a simlar setup to blast at areas

weapon selection at the start should be easier - all items in the crates should be chooseable at the start

lack of pistol ammo is annoying lol

hey thats russo logistics for ya

Share this post


Link to post
Share on other sites

GAZ NZ -

the air support in the uptodate version does indeed lack any power, i got the

problem fixed, but thinking of replacing the KA-50 with the Hind again, it seems

to get along better with the high mountain ranges, than the Hokum

you are the first to report lacking pistol ammo, i never realized, since i never

used them, the ammo crates are reworked for the next update, taking care of

the annoying ammocrate bug also, as for logical divided ammocrates

also the vdv will be equiped with a pistol in their default loadout, and they will

keep their weapon once assigned, as long as you keep them alive (the main

weapon that is, with the default loadout for the weapon) smile_o.gif

i assigned different loadouts to different main weapons, the loudout is linked

to the nature of the main weapon, e.g. sniperrifle - sniperrifle, suppressed pistol,

nvg, binocular, handgranates

making the weapon loadout complete available at start wont be possible, since

the loadout gets updated at start, so as described above, the loadout is linked

to the nature of the weapon wink_o.gif

chaztheducky -

release is after the release of the updated Generic Middle East Rebels 1.2 wink_o.gif

Share this post


Link to post
Share on other sites
also the vdv will be equiped with a pistol in their default loadout

No, please don't do that. sad_o.gif

Give the pistol only to player, but not to AI. They're too stupid to use them. Very often when they're next to some buildings, they (AI) switch to pistols and then they become slaughtered in CQB by enemy wielding AK47 or other rifles. crazy_o.gif

Share this post


Link to post
Share on other sites

I would also suggest that the AI are not given binoculars. In Coin they would often stop to have a look around instead of shooting up the enemy.

Share this post


Link to post
Share on other sites

ag_smith -

i kind of liked the variety, and in close quarter battles i made good experience till now

but if you say that they are too stupid to use them in close quarter, i will take a closer

look at them again, how they behave in that kind of combat wink_o.gif

Tacrod -

i only wanted to give the sniper a binocular, since he helps spot enemy units, and the team

tends to better engage distand targets wink_o.gif

Share this post


Link to post
Share on other sites

Can you plz post a updated version in which we dont get the default weapons over again whenever after coming froma rest?

Its pissing me off supremely , i have to go and rearm my squad manually after every damn missions , thats very time and energy sapping crazy_o.gif .

Share this post


Link to post
Share on other sites

Sorry if this has been asked before but I don't wanna read the whole thread.

Is there any MP version planned?

Share this post


Link to post
Share on other sites

@ King Homer: Check this thread for info on a coop version. Scroll down a bit for the current status.

It is being developed with SEB Nampack 2, but will be easily ported to any island or addon.

Share this post


Link to post
Share on other sites

i'm with them on that one.AI with pistols and binoculars are completely dimm..

enemy with binocular is just as bad as u can shoot them and they think "shit i'm getting shot" then stand there with their binoculars out looking round to see where from.

@ homer i believe they are working on a coop templete, which will be great

@acecombat whine tounge_o.gif

Share this post


Link to post
Share on other sites

Acecombat -

i solved the problem with the next update, it will be ready soon, and released after the release of the GMER 1.2, since i implemented them allready its no use to post my work version now, since noone will be able to play it, left alone Munk and Whereismyrabbit? tounge_o.gif

King Homer -

Tacrod is working on the Multiplayer Coop version of the System, his version will be the one for multiplayer ports of the system, i took out most of the old multiplayer fragments, some more are tending, the template Sanctuary is working on, (news about it, once available, in the same thread as tacrod posted) will be programmed directly for singleplayer, so no fragments of multiplayer code in that version, will be the most interesting version for single player ports wink_o.gif

wheres my rabbit ? -

so another voice against binoculars and pistols, so i guess i will revert it back, luckily i implemented it for all, so its easy to change back, and only assign it to the CO player

Share this post


Link to post
Share on other sites

Superb work Honchoblack!

Quote[/b] ]thinking of replacing the KA-50 with the Hind again, it seems

to get along better with the high mountain ranges, than the Hokum

DKM's Havoc is an awesome addon, and could complement the Hind nicely in this mission biggrin_o.gif

Cheers,

CH

Share this post


Link to post
Share on other sites

cornhelium -

thank you smile_o.gif

in a personal config mod i use, the KA-50 is replaced by the DKM's Havoc, and

it does indeed do a very good job at chasing tanks, and hunting Terrorists wink_o.gif

but unfurtunatly the DKM`s Havoc does the job as good as killing innocent

civilians by friendly fire wow_o.gif

everybody is free to replace the insertion, para, medevac and CAS helicopter

to whatever they wish for, for personal pleasure, but since missions with too

many addons unfortunatly dont get played, i guess i am at the limit of the used

addons, using more will scare away players that are new to the mission smile_o.gif

Share this post


Link to post
Share on other sites

If people are scared of missions because they might have to d/ld A ADDON , then they dont deserve to play it. Howcome there are bandwith issues when addons are released and people worldwide go crazy over it d/lding until they get every last byte of it , but when it comes to missions everyone becomes a ultra bandwith conservative freak crazy_o.gif .

wheresmyrabbit & munk , you pricks better hurry up with the release or else biggrin_o.gif .

Share this post


Link to post
Share on other sites

Acecombat -

biggrin_o.gif

but its sadly the truth, and i must admit, that i think twice, once too many addons

are involved in a mission, since its not only the download of the addons, most of

the time you need to place them in an seperate addonfolder to play the mission,

or to see the intro/outro, so you have to decide to play the mission prior to

the start of OFP

for that reason the most mission i have in my mission folders are sadly the ones that

use no addon at all, playing these with different mods are a different experience,

and i dont have to decide what mission to play prior to the start of OFP

but i still look for good missions, and if one that i like uses a lot of addons i still play

it, and keep it in my mission folder, and make a seperate modfolder for it (or

if possible link the needed modfolders in a seperate shortcut)

i guess this is the main reason why missions with alot of addons dont get played,

sadly but true, for many users there is too much work involved to get them started sad_o.gif

Share this post


Link to post
Share on other sites

Hi Honchoblack,

Quote[/b] ]i guess i am at the limit of the used

addons

Fair comment mate. Also, I guess working with a minimal set off addons has helped you to achieve the great focus on developing the mission itself.

Great work, cheers,

CH

Share this post


Link to post
Share on other sites

i hardly ever download SP missions cos i only play MP most of time and if i got no one to MP with then i'll usually just mess about in mission editor and go back thru the 20 ton of "addons i downloaded and looked at once". munk put me onto this mission and luckily i had all except the pick up truck.the orcs stuff i dl and looked at once so i dl this mission mainly so i could play with them or i might have just put this mission aside to dl the stuff later and forgot about it.

good job i didn't cos after 5 mins i was blown away by the scale of this mission and reallly impressed by how much playabliity it had with the random locations

Share this post


Link to post
Share on other sites

I also had that first bug happen to me jake rod

I got dropped off, they poped up 10 Metres up in the air and hovered.

They stayed there till i extracted and it all fixed itself.

too much voka i think.

Also a new enhanced Afganastan 1.2 SE has been released with sandstorms etc

Are u planning to redo the mission to use these options and new areas etc Honcho?

ALso is it possible to add in a setup at the start where u give weapons out like normal setups for games via the gear selection tab as its quicker and then you can do the crate stuff later when required for the odd member?

ALso you are missing flare guns, smoke grenades, ground marker grenades etc, snachel charges etc as options for guys to carry.

Throw them in if you can.

I tried going through and altered the crate config - i gave out mostly modern Aks especially the scoped versions etc and make it a modern specialised and better equiped force.

Considering the effort put into this by Moscow as you say in the briefing I thought these troops could be better armed.

There was too much old stuff in there.

I still limited the amount of pistols to 6 or so but gave alot of ammo for them.

I issued 2 camo Sniper rifles to limit sniping - 2 rifles - and 1 suppressed sniper rifle

i also limited the suppressed assault rifles to 2 or so each.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×