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KilJoy -SFG-

Evolution V1.0 Large scale respawn coop

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KilJoy m8 you deserve a medal for this map.

It really rocks! Thank you for building it.

respect! notworthy.gifnotworthy.gifnotworthy.gif

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I'm glad to here the ability to squad invite.

Can I make a few suggestions to improve the squad system a bit more?

1) The ability to see who is in your squad through a menu available to anybody. A quick pop-up hint or something like that, or a menu a la Berzerk that comes up.

2) The ability to leave a squad without joining having to join another.

3) The ability to eject members of the squad (triggers the leave command).

4) The ability to reassign a squad leader (which will reassign a squad's numbers as well.) A good way to do this would be to sort the new squad by rank/points/alphabetically. This way, say person x is the new leader of the squad and he's got a private, two sergeants, and two lieutenants with him. The lieutentants both have a score of 64. The squad goes person x as 1, Lt. with name starting with a as 2, Lt. with name starting with b as three, higher scoring sgt as 4, lower scoring sgt as 5, pvt as 6.

This will help be able to clear up people "stuck" at certain numbers that I brought up before and will give a logical sorting to the members of the squad without it just being totally random.

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@Dr. Mojo, PhD

1) do you not have any success seeing human players that joined your group when you click groups in briefing?

#edit nm i understand , so you can decide what squad to join.

This should be possibil.

2) I will add this

3) I will add this

4) I will have to look into this.

@JRMZ biggrin_o.gif

@Dr_Eyeball Ill see if somthing can be done altho this is an arma bug/feature.

@ck-claw biggrin_o.gif

@=Grip= There will be more versions of the current mission to follow and after that, who knows.

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No. If the squad gets "rearranged" for any reason (player quit/crash) the briefing notepad will either show nothing at all, or will show a large overlay of gibberish (try to get a screenshot of it).

Otherwise it works fine.

By the way, I was thinking about your problem with swapping out skins/models, and I couldn't help but think of singleplayer team/member switch. I know team switch will give you the AI's name, but does the member selection do the same thing? (as featured in blood, sweat and tears mission).

Also, what if you treated the selectable skins as vehicles, with the player as the "driver/gunner" of them at all times? It's not elegant, but would this help to get skins more selectable?

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Tried Evolution for first time today and have to say had one of the best on-line wargaming experiences ever. First started off lone-wolfing to get some points which was fun but once I got rank, had even better time using vehicles to support our offensive. Was lucky to have a couple serious players to work with which just makes this kind of gaming first class!

Hope this is the direction ARMA continues down

Great job thumbs-up.gif

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You can store and transfer a players identity in single player but it is reported not to function in MP I think because it stores the identity to a file on the local computor, I havent had time to try it in mp but even if it did work The effect would probably be local meaning on your scoreboard you are you but on everyone elses score board the name would still be the AIs name. When I get more time I will play around with this a bit.

It would be the only hope of transfering a players identity to a new model. Unless more scripting command support arives in 1.06

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I must say, best mission by far.  

It's fun in both single and multiplayer.    If you can find a group of guys who want to work closely together, it's an absolute blast.

I've found myself loading it up on lan, just myself playing, and still having a lot of fun with just me and AI squadmates.   I'm constantly having this scenario: I'm a colonel, and have 6 squadmates. We get to the enemy town, and make a good swath into it. A few of my squaddies die, and then I die. I order the remaining AI to disengage, and retreat. Now it's a rescue mission! I try my best to get a chopper in to evac those stranded troops! Fun as hell.

Hell of a mission, 5 out of 5 stars.  

The only thing I would add:   I think it would be nice if a few enemy infantry randomly spawned in cleared towns over time.   They don't need any waypoints, or anything that would severely hurt bandwidth.   Just a couple stationary enemy infantry so going through "cleared" towns carelessly is not always as safe as you would think it would be.  

The number of enemy infantry spawned should be very low, in a large town maybe 3 or 4.    But just something to keep us on our toes.

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In my experience the always seems to be a leftover AI or two in cleared towns. Kilroy stated that the "cleared" message does not mean everybody is dead.

Anxiously awaiting 1.2

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Im still saying, that we need more OPFOR in and around of towns. And put a couple of respawn bases close to south: As it is now, there's few firefights if u manage to locate enemy in time, before sum1 else kills em. And if u find 1 and are killed its pain in the butt to get in humwee and drive across the map just to see that objective is clear.

So as i suggested put more reisistance in towns and make some respawn locations maybe with just ammo crates and humwee or two.

That way we could have more intense mission with loads of heavy and fierce firefights, to opposite of drive and run around to find few OPFOR.

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Played this mission this weekend. (Ver. 1.1)

It is very addictive, and amazing how fast time fly's while playing it. Thanks for the great job on this Kiljoy.

Possible Bugs:

KA-50 hardly ever attacked. Sometimes it would fly right at you, but never fire. I could from a M113 50 Cal gun take them down pretty easy.

Suggestions:

- Allow the Medics to gain points for healing. (Not sure if that is possible)

- Have it were you need to capture the FARPS, and once you do, you can chose to re-spawn there.

- Option at start to set Ai difficulty and size of enemy for towns. So the more difficult the more in # of enemy Ai, and hopefully smarter Ai. An option like Normal / Hard / Insane for difficulty might work.

- Have the Ai Vehicles like the Shilka's dynamicly respawn for the towns. So far they seem to always appear in the same place each mission.

Still this is a great mission. I think this is setting a whole new standard for Coop Missions.

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@ SPC. More respawn point will shift the balance and feel of the mission. The fact that you can only respawn at airport means you will value your life and the vehicles u need. Players will rambo more if they know there is a respawn point near.

Take a mission if u want to make sure of doing the objective.

I think we spend a lot of our time driving fuel truck (or sending AI) etc to destroyed vehicles just to preserve resources.

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I think we spend a lot of our time driving fuel truck

Now there is a true statement.  I  know the road from base to Delores better than I know the roads where I live.

How about an AI bus service? That way we could grab a snack and use a bathroom while on the ride. nener.gif

All aboard...the Somato-Cayo-Delores local leaves in 1 Minute!

and I am only half joking about that. wow_o.gif

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Played for the first time tonight (1.1) ..... very impressive.

Well designed and lots of scripting magic.

Until I played this I didnt even realise you could localise different weather on a the same map.

Much Coolness!

Oh .... the first time I saw that "Ghost Choppers" come silently floating into base I freaked LOL rofl.gif wonder wtf was happening. But as the the boys suggested, shot the chopper once and you'll see the truth biggrin_o.gif

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How about an AI bus service? That way we could grab a snack and use a bathroom while on the ride. nener.gif

All aboard...the Somato-Cayo-Delores local leaves in 1 Minute!

and I am only half joking about that. wow_o.gif

You can do this already. If you don't want to drive yourself, you can put an AI in a humvee (or any vehicle) as the driver, then get in as a passenger. Click on the map where you want him to go.

They definately are not as fast as a human driver, but they'll get you there, and you can go AFK until you're there.

About what I said in my previous post, I know that there are a few infantry left after a town has been cleared, I've seen it. But it seems that once those are killed, the town is clear all the time. It'd be nice if a few infantry respawned in the cleared towns from time to time.

Or better yet, spawn an attacking force in one of the occupied towns, and have it attempt to recapture the towns every once in a while. A message could be displayed on everyone's screen "Recon reports state large enemy assault on the way to Cayo!".

Then we could defend the towns as well. If the enemy recaptures the town, give it a half hour timer, and if we don't clear it again, it gets repopulated with AI.

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By the way, the one thing I really hated about the mission is I thought when the non respawnable vehicles were destroyed they were gone forever. But I just found out that as long as they don't fall in the water, they can always be repaired.

Excellent.

I felt really bad for losing the UH60 in the water last night though. :P

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Two problems I noticed with the side missions.

WPAT: Sometimes a jumper will come off a partially disabled boat. If you miss this, and don't kill him, you're forced to do a grid-by-grid on a swimmer. Extremely annoying. Otherwise the patrol never ends, and you cannot accept a new mission, or cancel out of the mission. I'd say stranding a guy in the water ought to count as a kill. Or at least kill him.

CSAR: Occasionally (very rarely) the reporter gets stuck and will not follow. What adds to this confusion is you get no message about the reporter following you. Is it possible for the reporter to follow the first person who enters the tent, or if they die, the next closest squad member, etc., with a message that the reporter is following them?

I've also definitely confirmed that squad groupings do NOT show up in the group menu under the briefing (at least in my experience). It shows nothing, especially if the original squad leader has been disco'd for any reason.

Final suggestion (this post anyway): Cobra pilots get points for gunner kills. I realise cobra pilots are already max rank (colonel) when they can first fly the Cobra. However, good piloting is as important to good Cobra kills as a good gunner is, and it's kinda unfair that the pilot does half the work and receives none of the points. I'm saying this as somebody who never, EVER pilots and loves to gun. It's not that I'm trying to be a point hog, it's that my pilot shares in none of my glory.

Okay, I fibbed, one last thing. UH-60 pilots rank up way too fast. One guy had absolutely no kills, no deaths, and was a colonel from transporting. I guess his squaddies ranked him up in side missions, he did LB transport missions, then graduated to the Blackhawk. Perhaps toning down the points per boots on the ground so the LB and (especially) the BH points earned would make it a bit more fair to the grunts who are consistently risking their necks (and providing the BH pilots with their fodder for point earning).

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First... Super..super Mission/Mod!! Second.. Is there a text file or something that States what a side mission is instead of just the Code you select? I know if you did it enough you would know the deal..but it would be nice to print the list before you Start the game and have it with ya..

Oh and as for any of the Point scoring... The goal is to get the Fliers up in points ASAP so they can get the Blackhawks etc. so then the GRUNTS can get to the missions faster.. As a grunt I was only concerned with Rank till I can get a 203/ACOG.. then it's all Fodder.... I just hope someone has rank to fly me to battle!!!

Keep up the Great and Unique work..

Peardog..

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Thanks again for all your comments, You can be sure i read every post if i dont reply specificly.

Version 1.2 is coming along nice and should be out in a few days.

There is dynaminc weather visibil by the map , rain belts that drift west to east in the wind and fog patches that spring up here and there (in the north). Im curently modifying Dr_Eyeballs excellent Team Status Dialog to work with evoloution for better squad managment. A few bugs have been discoverd and quashed that should lead to a smoother experiance. I will try to add a few more enemy squads to the smaller towns. As there a bit short on the ground in some of them.

Possibily enemy retaliation , it wont be every town but it would be a random one.

@Dr. Mojo, PhD

Your right about the wpat you have to kill all the crew and some bail out sometimes. If you follow the waypoints in the boat you should find the swimmers tho. As in the next version you can cancel a mission (-2 point penelty) this shouldent be a problem for either mission in the future. There should be a point in csar missions where the leader gets a radio messge saying all clear. at this point hostages should follow you.

I will review the multiplyer in the transporting point system.

For now there are 3 ranges and the further you fly the more points you earn but the curve might be to extreem.

@peardog , ill add some info to the briefing explaning each mission a bit more.

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Fantastic mission. Keep up the good work because you have many people that enjoy your effort!

Just a couple things I noticed while playing:

1) People get around the rank system for weapons by dropping weapons around the crates. It makes the rank system for weapons almost redundant. This "exploit" also potentially slows the game down with unnecessary polygons. Could this be a source of troubles with server stability? There is always a ton of items scattered on the ground.

Is there a way to make these items disappear like the bodies after a certain amount of time? Should the rank system be re-thought when it comes to weapons?

2) Side missions have a negative affect on gameplay. Personally I think it divides up the server with the point "whores" going off and "Rambo-ing" by themselves. You really notice the problem when there are only a few people on the server and there are only a couple of people clearing towns.

Perhaps you should remove the motivation for people and not reward the side missions with so many points. Make it so that clearing the towns/killing town enemies gives more points.

3) Since some people like to be jerks on missions I noticed that people will intentionally park helos on a rooftop so you can't get to them and then shoot at them to damage them. Need to figure out a better method to make the helos respawn back on the airbase in case jerks try to ruin the fun?

4) Is there a main website for your maps for updates and such?

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1. Thanks for reminding me, I forgot to mention you cant drop ammo on the ground in the airbase in version 1.2 thats been fixed.

2. I dont know about this. I always advise people to do missions first to get some rank to use better vehicles and weapons and then clear towns. If people dont bother to clear towns and only do missions thats there prerogative.

3. Destroy the building and the chopper will come down with it and no negitive score for you. Try 3 rockets or sabot tank shells.

4. This is the place to get the latest version in the first post on this thread in this fourm. I dont maintain a website.

Glad you enjoy the mission.

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i love this mod its is sweet. But i do have one question i would relly like to add things to it like mabey sum east playr slots make the citys patroles respwan, o and try to get the vehicles to respawn to. i would gladly do this my self but i cant figur out how to get the .pob back in the editor if it would be possible to get the mission file or help on geting it to work in the editor. I would be veary gratefull.

pistols.gifnener.gif

banghead.gifbanghead.gifbanghead.gifbanghead.gifbanghead.gifbanghead.gifbanghead.gifbanghead.gif

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@ April 10 2007,02:22)]I dont maintain a website.

I'd be more then happy to host something for you and maintain it on my own personal site, free of charge of course.  All you'd need is to just email me the updates so I could upload them for downloading.

http://www.elite-ops.net (I got more then enough free space)

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The one big thing which annoys me.. is how you have to find every soldier to clear a town :| We spent nearly an hour hunting paraiso for one bloody soldier, and we never found him so the OBJ did not get cleared.

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The one big thing which annoys me.. is how you have to find every soldier to clear a town :| We spent nearly an hour hunting paraiso for one bloody soldier, and we never found him so the OBJ did not get cleared.

You tried utilize Your AI ? ...

anyway i can't wait for updated version (utilizing UPS or 6thsAI etc)

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Yup, we were using AI, we used LB's for recon, strykers, humvees, couldnt find a thing :|

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