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Scrub

Next-Gen CTI

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newest crCTI has lot of the features mentioned

See the link in my previous post... goodnight.gif

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Zerg, for God's sake, what's wrong with you? huh.gif WE (in this thread) want to alter what's out there.. If it already exists GREAT! These are only suggestions, they may or may not be included, but will eventually be involved in a vote to see what the community wants.. Even THAT doesn't mean it will be put in as the actual makers will choose that. This is talk. This is getting ideas going. And this is MY thread. If anyone knows the direction that this topic should take it's me. Everyone here but you are doing wonderfully, moving the idea to where they all want it. And not ragging on others like a child. Nothing is set, nothing is determined. Ideas are flowing.. That's it. I'm not going to argue with you, Placebo has been notified. ....

....

You jet have to make a post in which you would respond to any of the points I`ve made. Instead you consistently in all of your posts go solely after me as a persona. If that is not flaming I then I don`t know what it is. Therefore unless you have any arguments to offer to refute my writtings I would greatly appreaciate it if you would in the future leave me out of your posts.

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newest crCTI has lot of the features mentioned

See the link in my previous post...  goodnight.gif

OFP CTI mods are great, That is one of the reasons OFP has been on my hard drive ever since it came out. I know the main reason I want changes to the current CTI fomats is to take advantage of the 60+ players.

I would like to see a squad leader have a squad of actual people instead of AI. Or when I call in for ammo, fuel, repairs, a human controlled player shows up. Something that i have not found in current versions of CTI.

If we were talking about plain old ofp cti styles I wouldnt change a thing, but im thinking ahead to the possibilities that ArmA CTI may offer.

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Getting back on topic, CTi with Arma will kick ass!

Can't wait for the JIP (join in progress) with a few new rules to make the war last longer. You wouldnt even have to accelerate the time smile_o.gif just have the map constantly running day after day. Heck, it would be like a modern day versions of PlanetSide yay.gif

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@rundll.exe: Downloaded it from a German site, and I unfortunately don't 'sprecken deutch' (spelling?) I'm at work, so can't dive in now but definately will.

For the benefit of all here, if you have it in english, would you please copy the feature list? It looks very nice!

And we are not trying to re-invent what other great modders have done, just trying to get ideas together for ARMA and what the dis-affected players want to see in CTI. smile_o.gif

Do you see anything wrong with talking about this subject?

After the collection I'll put up a vote on all the mentioned topics and we'll see what the majority wants to see. Again, not saying any mod will use the info.. It's totally up to them

Karrllion, Cam51, and others (I'm sorry, forgotten the 2 others ATM) who've made respected CTI's seem to be using this as a sounding board, so something is going on that's working..

Scrub

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For the benefit of all here, if you have it in english, would you please copy the feature list?  It looks very nice!

sorry I have to repeat myself... But you have to play 20+ games before you can understand all the possiblities It has...

I suggest you come back If you tried the crCTI 0.84 or higher biggrin_o.gif

And the site is in pure english... I seen no german there.

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If possible, I'd like to see the Resistance controllable aswell. It would start with control of all towns, but cannot built a base. Instead, they have a number (five?) of "small camps", that can be moved.

They cannot buy tanks, planes, nor choppers, only infantry, BUT they'd have some uber sand-wall technology, wich enables them to... well, dig in on just about any spot imaginable.

they'd have a "specialised RPG" too , that has damage values good enough to disable a BMP or T72, but not destroy it. That way the resistance would be able to get their hands on armour.

Not realistic, but hey! gameplay gameplay!!

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Quote[/b] ]rundll.exe Posted on Dec. 07 2005,17:00

--------------------------------------------------------------------------------

Quote (Scrub @ Dec. 07 2005,22:53)

For the benefit of all here, if you have it in english, would you please copy the feature list?  It looks very nice!

sorry I have to repeat myself...  But you have to play 20+ games before you can understand all the possiblities It has...

I suggest you come back If you tried the crCTI 0.84 or higher  

And the site is in pure english... I seen no german there.

So we don't have to play a game for 4 weeks to understand it, could you highlight some of it's greatest features?  This is about bringing new ideas, info and now facts into the light for ArmA.

Here's the site I Googled it on: http://ofpc.de/download_file.xhtml?list=ofpc&id=1214

Looked briefly but found no DL on your post. HA! checked again and got it.  First time took me to your forum.

will update in a few...

Ahh, crCTI = CleanRocks CTI. His and Kar's are what I started on a long time ago. biggrin_o.gif No info in the DL to post though. sad_o.gif

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Cam, I understand what you're saying about one chopper taking out a squad, that's why some addon makers made it so there's a five second reload time between missiles on some aircraft to combat that.

Air superiority has been an issue since I made RTS-1 back in late 2001/early 2002 and I've made adjustments in all versions such as making air more expensive and taking longer to build, taking longer to research, etc. but even RTS-2 had similar issues, but that's because in mid-2002 I wasn't editing addons at all.

After I made RTS-3 I began to get into editing addons myself and trying to find ways to balance them without ruining them. Having some sort of multi-second delay on missile reloads helps a lot. Since RWS is mostly non-addons, obviously the same old issues exist.

The ADATS and Tunguskas obviously help since they are very effective at taking down Aircraft, but that's in RTS-3, not RWS.

Well, I'm hoping that ArmA will support more than 12 units in a group, because I'm looking forward to adding that into gameplay in RTS-4 (or whatever I name it), and I'm hoping that naval units will work better and AI will be better able to control aircraft, i.e. find and engage targets without having their hands held.

If VTOL is supported and the Roadway LOD limitation is fixed, then I will definitely bring Aircraft carriers into the mix and they will operate as a sort of offshore MCU (mobile construction unit). I think that adding a *workable* navy to this will bring a great new facet to gameplay. I'd like to have the Aircraftcarriers make a large naval construction yard in the ocean.

Insofar as persistent games, I suppose that might be cool, assuming there are enough people to keep the battle somewhat even on a consistent basis.

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Guest _Aragon_

I'm against unrealistically dumbing down the helicopters it is far better to have them harder to obtain.

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Do you think CTI's are the ideal format, for large-scale games like this? The principles of a CTI are quite basic, making it easier to play on public servers e.t.c Most people know what to expect, and go off and do there own things.

My idea was to exploit the largest possible maps in Armed Assault (within reason), create two opposing countries. Each with their own industrial complexes, military installations and AI defences and AI Airport(s). Probably separated by a large expanse of water or no mans land.

You would already have x amount of resources and the ability to acquire more, but resources should be cherished and not squandered in Rambo style attacks. Aircraft e.t.c and more so trained pilots should be a valuable asset, well worth your while to rescue downed pilots e.t.c

I already have the scripts for multiple AI airports\carriers (hopefully refined come Armed Assault) and I've just finishing the scripts for the AI Radar and SAM sites. When Armed Assault hits the shelves, I'm going to put the two together and see how they stand up. I just want a persistent battle field sooner rather than later, one where a player can join as Special Forces, or Air Sea Rescue, fly CAP or command combined assaults e.t.c But also a game that can be just played H2H, with both players commanding entire countries military forces.

My only worry is that most people would prefer to play regular CTI style, jump in a jeep and go off trying to RPG each others MHQ's. I mean who wants to spend a couple of hours rescuing downed pilots, just to work you way up to the Attack choppers. Or fly CAPs to prove yourself as a capable pilot. Or adopt gorilla tactics to harass the enemy supply routes?

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@ UNN - Hey, I'd love to do those sort of missions that you were talking about at the end of your post... huh.gif

@ Gandalf the White - I like your ideas there... huh.gif

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@ UNN- WOW, bump it up to the next level, why don't you?tounge2.gif lol I LIKE it! biggrin_o.gif

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Do you think CTI's are the ideal format, for large-scale games like this? The principles of a CTI are quite basic, making it easier to play on public servers e.t.c Most people know what to expect, and go off and do there own things.

My idea was to exploit the largest possible maps in Armed Assault (within reason), create two opposing countries. Each with their own industrial complexes, military installations and AI defences and AI Airport(s). Probably separated by a large expanse of water or no mans land.

You would already have x amount of resources and the ability to acquire more, but resources should be cherished and not squandered in Rambo style attacks. Aircraft e.t.c and more so trained pilots should be a valuable asset, well worth your while to rescue downed pilots e.t.c

I already have the scripts for multiple AI airports\carriers (hopefully refined come Armed Assault) and I've just finishing the scripts for the AI Radar and SAM sites. When Armed Assault hits the shelves, I'm going to put the two together and see how they stand up. I just want a persistent battle field sooner rather than later, one where a player can join as Special Forces, or Air Sea Rescue, fly CAP or command combined assaults e.t.c But also a game that can be just played H2H, with both players commanding entire countries military forces.

My only worry is that most people would prefer to play regular CTI style, jump in a jeep and go off trying to RPG each others MHQ's. I mean who wants to spend a couple of hours rescuing downed pilots, just to work you way up to the Attack choppers. Or fly CAPs to prove yourself as a capable pilot. Or adopt gorilla tactics to harass the enemy supply routes?

RWS uses this style map. Its called AEC island, check it out:

AEC

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@Robert(UK)

Nice one, sounds like I'm on the right track. I doubt this would ever have mass appeal, but it's good to know there would be at least a hard core of gammers willing to play this type of game.

@Scrub

Lol..I do have a tendancy to get carried away, and I don't know as yet how practicle all this will be. But I'm certainly going to try. I'm will add each element one at a time, and see exactly what you can get away with, using Armed Asaaults new and improved code.

@Cam51

Yeah, I've played CTI's on AEC. It's just OFP cant handle what is effectivly an island with 3x the detail of the originals. But I do want to use the same techniques. With a bit of carefull design. I'm sure you could create a usable island, big enough to make things like fuel managment a real concern.

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@Robert(UK)

Nice one, sounds like I'm on the right track. I doubt this would ever have mass appeal, but it's good to know there would be at least a hard core of gammers willing to play this type of game.

Hehe, well, I'll tell you now, although I am definitely a hard-core gamer, I'm not very good at flying things... wink_o.gif

It would be cool though if you could put that level of detail and thinking into other areas of the game, like ground based units, as I am much better there! smile_o.gif

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Hi fellas

Want to throw some input in here wink_o.gif

Personally I liked some of the original concepts in this topic suggested especially for a large scale type game siimilar to CTI.

My opinion has always been that OFP has offered the ability to make some really awsome and immersive missions (missions like CTI that are more like seperate games in themselves). I mean you got all that area to use and the standard missions that come with the game only use small areas, (effectively managing lag of course). But as time has moved on of course puters arent what they were, and I really wish to see some massive 'missions' like that produced by BIS for AA.

I also have a good idea of the reality here, that chances are something of a massive scale that creates an alive enviornment and manages lag properly will probably not be seen by the user communit, not because it cant be done but because there isnt the time nor the resources to do it. I'm not being negative, but being realistic, look at whats ben going on at the ofp editing center for years now, people are defenitely skilled enough that have come up with missions there that could create such missions, but who wants to turn mission making into a full time job for months just to get no paycheck aside from 'great job' lol, been there, done that.

I spent like a week compiling info on a mission that utilizes the concept of taking towns from CTI, and although to a degree I agree that the taking towns part is similiar to capture the flag its also a quick way to replicate the positive long term effects of taking over crucial territory by giving that players team more money. The mission had a similiar layout to CTI at start, main towns on the island occupied, but in this scenario some towns are east and some are resistance. All players start on west side, although the concept is that they all are to their own sides and can operate independantly (players still can join forces if desired but each player will have their own individual money system), using resistance and west unit configs selectable, and so each player starts alone seprate from each other and operates independently.

The resistance towns are freindly and east towns are enemy. Wars would be waged between east and resistance towns at times, town to town artillery shelling would occur initially sometimes, and eventually the two towns forces would move out to battle eachother somewhere in the middle. Players could join with a resistance town and assist them in such a battle therefore upon the taking of the enemy town (success) they would recieve a reward from that resistance 'clan', each town starts held by a certain 'clan', east or west. Players can take either east or resistance towns, although taking a resistance town requires that a player is 'enemy' to the clan holding that town or there is no clan memebers of the clan that hold the town present in the town area, thus if a player kills a resistance clan member then he/she will goto renegade status anytime he/she enters a twon area held by that clan. And of course money is accumulated periodically for each town held, alike cti.

In two main 'merchant' towns players can buy vehicles, weapons, troops, etc. Difference here in buying troops is similiar to what was described earlier in this topic, where troops purchased are used primarily for holding towns and so they are under a seperate group and under general control through commands offered by the mission script, actual players allowed ai units grouped to him in this mission would only be one or two because the mission already allows simple but effective management of troops(large combat forces) that frees up the player to not have to constatly worry about keeping 12 units in exactly the right spots to get ahead, thus the mission becomes far more personalized. Also different would be costs, which would be realistic costs, where just having a good weapon on hand is a big deal, like the difference between an ak47 and an m16. And the enviornment would be very alive while using as much unit/vehicle spawning and deleting as possible in only ways where it would never be seen to efficeintly manage lag. Convoys would be moving from freindly town to freindly to trade with each other, towns are truly alive(as much as can be allowed considering lag), also players can take on the role of 'mercenaries' for hire for freindly clans- after a player has comitted a kill of a freindly clan that clan will put up a bounty for that player- , rogue east groups will operate in areas outside of towns attacking convoys and resistance towns, could go on if I thought about it...Oh yea, btw players can kill each other and any rating drop caused by such is removed(the player that kills another player would still become enemy to the players clan that he killed if he/she were to enter a town area owned by that clan - prolly a good idea to add a function where players can select if other players clans are considered freindly or enemy to be able to allow different player ai units to co-exist or not and allow safe entry or not into their towns).

This is just a general descript, but can anyone see the picture and potential of this sort of a mission? I mean its not even really a mission, its a game in itself. It could go on for hours, days weeks lol. I imagined using a function where players could quit and then come back into the game later on at will and the game qould save their inventory status (similiar to Sinews Of War function), but essentially the mission would provide absolute freedom with a realistic and alive enviornment where players can interact within that enviornment on a large scale, without having the annoyance of having to constantly manage a ton of units, but still be able to accumulate troops and use them in a simple and strategic manner therefore personalizing the experience.

I could just imagine the 'scenes' of such a mission: A player and his hired mercenary waiting at the top edge of a cliff above a valley for a supply convoy to pass by(so as to salvage the contents of the supply trucks after eliminating convoy defenses), night time falls (accel time optional) as the flashes of artillery fire light up the night as a resistance town begins shelling an enemy east town with artillery cannons (and the flashes/explosions of the rounds landing around the east town), a number of players gathered at a resistance town mid-day waiting to join the towns clan attack forces which are about to advance towards an enemy clan for a battle (those players of course would recieve rewards from the freindly clan upon taking over enemy clans town), a player waits hidden outside a nearby town by a main road for another player to leave the town which has a bounty placed on him for attacking a freindly clan, players holding back behind resistance armor forces along with freindly resistance troops as the armor advances pounding enemy east clan forces as a 'clan war' begins, I could go on..

And the big picture here is that clan wars erupt periodically, towns will change sides, players (which also each have their own clan) will be able to take and hold towns(or assist a clan in taking a town) which may also come under attack from east clans, some clans will grow in strength depending on how many towns they own, and stuff (like convoys moving, ai interaction, etc) will be happening in a realistic manner to make the enviornment alive, aside from the other goodies mentioned like players being able to become mercs for hire, etc etc - basically the whole island will be alive with purposefull life where things can be constantly changing.

 I started work on such a mission for winter Kolgujev (seemed the best map for an 'adventure' type mission, I know, tank driving sucks on it lol), but my mission making days are over, I have a job and I like it, and I like my time off too lol, after spending 2 years working on WWIII mod for Ghost Recon I have learned a lesson, 1 job is enough, (1 job) + (1 job that dosent pay) = stress, lost family time and possible loss of job #1. So I have given up on it, it would take forever alone anyhow, but I guess my point here is it would be nice to see BIS come out with some missions of such scale on a professional level where the quality was high, dont know bout you guys but I'd pay $50 bucks for a cd with just one mission like this produced professionally and put on the shelves.

I'm not throwing this on to ask someone to make this or nothin, I guess what I'm wanting to do is just show what the REAL potential of games like OFP, AA, and I'm sure OFP2 have for mission making, I mean really who dosent dream of such missions but we only get little peices of such in individual missions. I would very much myself enjoy to play such a mission, and to be able to play it on and off for days even, being able to come back and pick up where I left off, it would be awsome.

Oh well, lol, a dream and reality are two different things...

Anyone who has actually read all of this, you deserve a medal for patience lol.

Christian

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I think those are some of the hopes that will come with ArmA xmas_o.gif

Did you just rejoin the forums? (Dec. 2005) I thought you've been around for some time?  Either way, welcome!  biggrin_o.gif

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Interesting Points.

I like the idea of a changing atmosphere but are you saying all players will be on the same side? Going back to an earlier post in this topic I think it would be better if instead of West and Resistance verse East as this is unfair it should be say West and 'Police' verse East and 'Terrorist' Groups as such so that humans can play on both sides keeping it fair.

Anyway as for me I find CTI can get a little 'messy' sometimes as everyone is quite spread out and I always find West seems to attack say the Right while East the Left and so they completely miss each other. Also night time cycles would re-add tension, During Night its riskier to move because its harder to see but for some units it would bring them to a halt never knowing if an ambush is being set up.

I also think that Convoys are a big essential point as these can fund a frontal assault. I say each town you take spawns an AI convoy and agreeing with another earlier post you should be able to crank up its protection points. It then sets on a circular route round you territory and stops off at certain 'points' for say 2 minutes. Maybe you get 1 convoy for every 2 towns held. Imagine if the enemy takes a town whilst you are deep in enemy territory. If you 'through balance issues' have to rely on these convoys you are now cut off so you have to resort to ambushing an enemy convoy.

I think there need to be ways to almost bring aspects from the SP campaing into CTI. How about playable 'cards.' They give you team a benifit but it then also triggers a mission for your enemy. Say you play a Delivery of Extra men card deep into enemy territory - those men will be set a mission to take a town, whilst the enemy through 'intelligence' must deal with the threat. The winner would then get a reward or maybe completeing mission is reqard enough. THis would require your commander to have to refocus troops, encourage engagment and give people something else to do.

These are sketchy ideas but they can be developed. Also I strongly agree with creating a frontline as such.

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@ mrpibb - Another awesome concept. Having read that, I was reminded of a couple of things that must be in these games, or at least should be.

1 - No TIME LIMITS - In real war they don't have time limits (well, not like in most war games) and the battle goes on until one side is wiped out. I remember there used to be some servers that did this in Joint Ops, so I would play for an hour, then leave, come back next day and the same battle was still raging on. That was awesome!!! huh.gif

2 - Day/Night Cycle - I seem to remember this being in OFP, but not sure, so if it isn't, please include it, especially for MP modes like COOP and CTI, as it's really cool having to adjust to the different times of day... huh.gif

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@ Richmuel

Quote[/b] ]I like the idea of a changing atmosphere but are you saying all players will be on the same side? Going back to an earlier post in this topic I think it would be better if instead of West and Resistance verse East as this is unfair it should be say West and 'Police' verse East and 'Terrorist' Groups as such so that humans can play on both sides keeping it fair.

Thanks for the input there, but I did mention that although as far as the mission itself goes each player is actually on their own side, similiar to death match concept, except in this case players are freindly to eachother, but they will operate independantly, as they cannot share resources nor towns for income, each player will have their own income amount based on that players held towns and each player will also have their own purchaseable groups of combat forces, so the system would encourage player independance, the players wouldnt even be penalized for killing each other, quite the contrary they may be rewarded if one manages to take another players town over. oookaaay sorry, just wanted to clear that up, not like I'm makin the thing or nothin lol. So really its like a mission with up to 8 sides for players instead of 2 or three essentially, its just as far as the technical aspect, they are all west (ofp only allows 3 sides lol).

My statement in previous quote:

Quote[/b] ]

All players start on west side, although the concept is that they all are to their own sides and can operate independantly (players still can join forces if desired but each player will have their own individual money system), using resistance and west unit configs selectable, and so each player starts alone seprate from each other and operates independently. Also wanted to add that the towns held by east and resistance are intermingled across the map to allow individual 'clan' wars rather than drawing one immense line between the two sides

@Scrub

Quote[/b] ]

I think those are some of the hopes that will come with ArmA  

Did you just rejoin the forums? (Dec. 2005) I thought you've been around for some time?  Either way, welcome!  .

Would be neat to see a mission or two of such size with the game.

My opinion is that a game isnt just the elements that can be used to create missions, its the missions too, one could take good ol ofp, make a massive mission unlike what has been seen and it would prolly get played to death(till AA comes out), then take good ol ofp, throw down some standard 'good' missions, peeps play em once, maybe twice or whatever, point is that the effects of the best graphics in the world will eventually wear off, leaving the player with one thing, the mission.

Thanks for the welcome, yea I was on a while ago, cant remember when, I kinda cut off all my old modding links to rid my life of the attachment completely, being I almost lost my job a number times because of modding time, finally ended it lol. I guess I just wanted, like you guys to put input in here.

@Robert(UK)

I agree, being able to join in and out of missions would be great, I personally would think it would be quite a task to add this to a mission, but well worth it too. Yea, ofp operates in real time and the speed that the sun moves across the sky can easily be increased to shorten days.

Neat stuff to chat about...

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@Robert

I'm no better as a pilot either. The reason I put such initial emphasis on aircraft is, that’s the unknown factor. OFP can handle ground based units without much trouble, managing aircraft is the script intensive side. So If I can get the aircraft running without lagging the entire game, then the ground based missions will fall into place. Given the correct balance, infantry and aircraft will not be able to operate effectively without each other.

@mrpibb

I did read your entire post, but probably have to read it a few more times. I considered the idea of factions, in OFP. The problem was, OFP is stuck with just thee sides, that will consider each other as hostile. OFP does not handle death match style games very well, just flagging every kill as a Team Kill. Getting the AI factions to fight amongst each other would be very difficult ATM. For example, if you killed a player on the same side, who had a bounty on his head. You would probably be killed by your own AI for being a team killer. I'm hoping Game 2 will allow more flexibility on this aspect. But I think Armed Assault will be pretty much the same as OFP?

The problems of time are not really an issue for me, I can spend eight months just working on scripts for a single addon. The reward, beyond just the intellectual challenge, is a mission that I would want to play for many more months than it took to create.

There are definitely some common themes coming out of this discussion. For just a couple:

JIP routines to handle players joining and leaving the game.

Resource management for each player.

Supply routes, with actual vehicles that drive from A to B delivering resource.

Some form of automatic and player, mission generation system.

These can and probably do exist in one form or another as modules. For example COC's Network Services. If COC plan on adding support for JIP then that’s one less thing for the would-be, massive, mission maker to worry about.

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@UNN

Quote[/b] ]I did read your entire post, but probably have to read it a few more times. I considered the idea of factions, in OFP. The problem was, OFP is stuck with just thee sides, that will consider each other as hostile. OFP does not handle death match style games very well, just flagging every kill as a Team Kill. Getting the AI factions to fight amongst each other would be very difficult ATM. For example, if you killed a player on the same side, who had a bounty on his head. You would probably be killed by your own AI for being a team killer. I'm hoping Game 2 will allow more flexibility on this aspect. But I think Armed Assault will be pretty much the same as OFP?

You may not believe this but the script has already been set up in where the 'faction' works, sides never actually change their freindly status to another, east is enemy to all and resistance freindly to west - so east towns war with resistance towns, that part never changes - the 'faction' thing where a player would end up enemy to a resistance clan (particular groups of resistance units) functions in town areas only, once a player walks into a parimeter area around a freindly town if he/she has bad 'faction' with that towns occupants he/she will goto renegade status for the duration of that players stay - yes, the players ai units affected by this has always been an issue here, which is why players in this case would only be allowed one or two ai and workarounds would be implemented although the good news would be that being each player has potential command of numerous seperate groups of forces to send to towns for defense primarily which would not be involved in such scenarios to cause harm to the player. As I recall now, the idea was also to not allow players troop groups to attack towns, only defend, therefore eliminating issues with both same side battles (which are impossible) and to prevent players from only focusing on taking east towns as well. As far as the few ai units allowed for the players, which would be just enough for tank usage, once again I am trying to recall but if I remember correctly the best seeming answer for removing the chance of ai units killing players when they go renegade status in a freindly town is to make the units not fire, which could be easily explained, like"because they are freinds to the resistance they will not participate in attacks on their towns" or something like that.

Quote[/b] ]For example, if you killed a player on the same side, who had a bounty on his head. You would probably be killed by your own AI for being a team killer.

The player to player fire is easy to fix, I already have that in the script, where I believe it is a hit event handler for players that finds the shooter and restores any loss of rating for a player kill (if shooter not player then exits). How ever the script check was initiated (been long time since looking at it), it worked and no rating loss was suffered for player to player fire - which would actually in the end have to encompass all freindly fire outside of freindly towns in the end to allow complete freedom without rating loss penalizing, once again a script running off a hit event handler on players is prolly the best way.

There are indeed a number of other work arounds, like the issue with peeps runnin over peeps in freindly towns with no rating loss, concept was to make 'no drive zones' in resistance towns, basically stick to the roads in those towns or else, which is pretty realistic, if I owned a town on an island I wouldnt be fond of people driving across front and back yards while maybe runnin over people.

Basically all the bugs have fixes, alot of improvisations but nonetheless the outcome would provide the intended results.

Please dont think I'm trying to push this over, it is what it is, but beleive me it certainly can be done, I wouldnt even have bothered starting on it if I hadnt looked over the entire scope of issues, its just a huge project, I mean really big, I had forseen that most units/vehicles on the map would have to be spawned into position as players neared an area around them (same as town units for cti) to maintain lag and to allow players that might want to run smaller games ideal conditions for lower end computer users, this would be alot of work considering all the actions the various island occupants will be performing.

Anyhow, I appreciate input, and although the matters you brought up were either resolved or planned for it certainly shows how much work it would take to pull it off, lol, alot.

I can post the 'faction' script if you'd like to look at it later or send it to ya(roughly one page of script), its a neat system that works but being it runs on a loop for each town the realization set in that using hit or killed event handlers for each freindly town occupant would be a much more 'lag free' way to initialize the checks, then using loops in script only for towns that a player has bad faction with, therefore reducing the number of towns having scripts running for them would only normally be a few rather than all eight or whatever.

Christian

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Yeah, I know about AddRating & SetCaptive as work arounds for the AI. But the restrictions you mentioned did not really work with the faction based mission I was thinking about.

Quote[/b] ]I had forseen that most units/vehicles on the map would have to be spawned into position as players neared an area around them (same as town units for cti) to maintain lag and to allow players that might want to run smaller games ideal conditions for lower end computer users

Looks like we came to the same conclusion about client and server side processing. You would have to pull out all the stops, to keep this running at a decent rate. There are already a couple of AI spawning scripts, if you were not up for writing your own. COC's & Mapfacts spring to mind, curious to see how they could fit into the mission.

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