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Metal Heart

MP Riot Control Nogova BETA

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This is a remake of [GOON]Ungoliant's Riot-Control, not from scratch but maybe less than 5% of original stuff like triggers and scripts still left (let me know if this is not ok Ungoliant, I don't know how to contact you). Game type is hostage rescue without respawn. BETA version, works quite ok. Just some minor bugs I guess, let me know if you find some. 5 slots for SWAT, 12 for Terrorists.

Latest version:

Beta 0.511 Changes / new stuff:

-Doh, the annoying radio bug got ^2 more annoying with the latest "fix", now it's gone.

Old versions:

Beta 0.51 Changes / new stuff:

-New/changed game options (team-vs-team, west vs AI, east vs AI, team-vs-team with extra AI on both)

-Vektorboson's tail-rotor failure script

-Basic briefing

-Fixed the intro a bit

About older versions... >>>

riot.jpg

Features:

-SWAT vs Terrorists or...

-Co-op SWAT vs AI Terrorists (triple amount)

-Quite large custom city build around Vidlakov with lots of cover (recommend >1.5GHz CPU & ~384-512MB RAM)

-Kegetys' Spectator Script, MI_Fred smoke script for chopper

Addons:

-BIS addons

-Kegetys' editorupdate 1.11 download zip

To-do:

-Reset match without booting mission, destroyed buildings and trees might be a problem with this

-Maybe new locations inside same mission

-Less stupid AI in co-op mode

-Briefing

-If terrorists kill the hostage, authorize use of the AP gun in Blackhawk...

-...and maybe also thermal-imaging (well, dots on map in practice) or satellite view, possibly both

-Ability to lock Blackhawk in order to prevent grand theft helo

-Maybe a rapid-insertion script from helo, basicly a teleport (too fast) or series of setpos commands (ugly, might cause injuries) from 10-20 meters or so.

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Sounds cool. I just downloaded it and am trying it by myself. It would be nice if you included a readme or a briefing though. I never played Ungoliant's mission, so I don't really know what I'm supposed to do. Nor do I understand what the difference between "coop" or "normal" modes are.

BUGS SO FAR:

When playing with the "coop-no intro" parameter selected, as soon as the mission starts, it says that SWAT won.

Just tried it on 'normal-no intro' as well. Whichever side I am on is declared the winner right away.

Ugh... I don't really want to have to watch the intro again and again, so I'll stop my testing there. Maybe next version wink_o.gif.

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That's an odd bug since I can't reproduce it. If you disable the AI on east side, then this is normal. In co-op, you are supposed to set all east slots to AI and all players to west. Sorry for the lack of information.

In co-op mode there's two groups more terrorists, when you skip the intro, they don't make it in time to the trigger area which detects is Vidlakov secured or not.

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Okay, that's what it was then. I was disabling the AI slots when the error occured. Didn't know whether those AI would act intelligently, or just stand around like idiots once the game started wink_o.gif.

Also, why not automatically detect whether you should be in "coop" mode or not? Instead of having to manually set it, I mean. Its pretty simple: just check if all of the playable east units are local to the server. That way stupid people like me won't get so confused wink_o.gif.

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Quote[/b] ]Also, why not automatically detect whether you should be in "coop" mode or not?

Hmmm maybe I should, but then I'd have to make a difficulty level option. I'll think about some way to fix this. Now you can set it between 1-12 (normal) and 25-36 (co-op) enemies.

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Ah, ok, I understand now. How about changing the coop/normal parameter into a difficulty parameter? Or more accurately, a "terrorist team size" option, if you happen to be playing human vs human.

If you want even more things to do smile_o.gif, you could make the AI on the SWAT side actually do something as well, so that this would be playable as all terrorists. More of a hassle than the other way around I'm sure though. whistle.gif

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Quote[/b] ]How about changing the coop/normal parameter into a difficulty parameter?

I'll consider the options to replace the current system.

Quote[/b] ]you could make the AI on the SWAT side actually do something as well

I played with that idea for an hour or two but couldn't get it to work the way I wanted. I'm not sure but they might land (and even survive the landing some times) in the current version and walk to the hostage but they don't try to rescue him.

The situation needs way too much logic to get the AI do it properly but I'll make it so that they just charge in, grab the hostage and try to get back to chopper, or if chopper is history, grab a truck and escape.

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