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crCTI 1.0 @DVD

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the old school crCTI Mod

v1.1

Description:

This is crCTI with improved units.

Based on the latest crCTI 1.0 @ArmA 0.57.

This Mod comes with an own config addon for a better balance.

Also over 90% of all sounds were replaced, new units and some new "gimmicks" realized.

No original addon was modified, all mod. were made in the configs.

As 3rd party addons, @DVD 1.1 includes:

Marpat Marines by HePCaT, Everon 0.5 beta by Sgt.Ace,

Mapfact South Sahrani by Lester, FIA Troops 1.2 by Rellikki & beta M72 LAW by Indy.

Its not exclusively made for crCTI, its only my favorit MP mission.

Missions and needed Addons:

- dvd config 1.1 + 6 missions (Mirrior1) - Mirrior2 - www.armaholic.com - 25mb

- 3rd party addonpack 105 mb

- All in One pack 130mb

- alternative links for config + missons and 3rd party addonpack

fia_s.jpg sla_s.jpg ustroops_s.jpg

Installation:

Extract the files from the archives (*.rar) into your

ArmA addons folder or (better) a mod folder

of your choice and the missions in your MPMissions folder.

Credits:

- Cleanrock - thank you for creating the best ever CTI, :-)

- Jack Hammersmith, T_D & Zyklone - thank you for porting the best ever CTI, :-)

- Bohemia Interactive - thank you for the permission to use OFP content in ArmA & also using modified ArmA Content in this addon,

- Johnnie Walker - thank you for porting the old ctiobjects models of OFP into ArmA & for realizing the "combat wall" concept, :-)

- Al Simmons - thank you for creating the KAB1500L, :-)

- Indy - thank you for the permission to use your beta LAW in my config,

- EvEnLeaSe44 - useing your gunsmoke solution,

- Earl, Suchey & Jocko FLocko - useing some Marine Assault Pack v1.2 weapons sounds,

- InQUisiToR - useing AK74 & M24 sounds,

- AaronAsh & Cpt. Robertson - useing M1A1 engine sound,

- VIT - useing BMP engine & 30mm sound,

- BWMod - useing impact sounds of the OFP BWMod demo 1.3,

New in v1.1:

- 15vs15 now,

- AI is smarter,

- added hard / easy coop mode,

- new units for west: A-10 LGB (5x GBU10 2000 lb), A-10 AT (5x AGM65), M1 Abrams (105mm Gun)

AV-8 AT (6x AGM65), M119 (as AT Gun), all Stryker IFV versions,

- new units for east: SU-34 LGB (4x KAB1500L 3000 lb), SU-34 AG (80x S8T),D30 (as AT Gun),

- added M72 LAW (beta version by Indy),

- M136 & RPG7VR stronger,

- added the old OFP breath sound,

- added ACU units (for possible desert missions),

- added/changed/improved some sounds,

... e.g.: track sound of all APCs, better M4/16 sound, t72 turret sound,

- added a new more realistic gun powder/tank dust FX,

- added tracer to A10

- T72/BMP more audible

- increased inf. weapons accuracy

- added back FFAR for combat helicopter and combat planes,

- AT5/TOW + Strela/Stinger slower and less manoeuvrability now,

- changed FOV (Field of View), no more ArmA fisheye view,

- changed the zoom of AK74 PSO, M16A4 ACG & M4A1 GL,

.... to avoid massive performance drop by useing the scope

(better less zoom and playable frames, instead of 100% zoom and a slideshow)

units_s.jpg map_s.jpg su34lgb_s.jpg

former v0.52:

- over 90% of all weapon, vehicle and impact sounds are replaced with better ones,

- redused weapons recoil to OFP style,

- removed the tracer of assault rifles, MG/LMGs still have tracer,

- ** tanks have zoom for the tank commander, extra zoom is also available for some more weapons,

- OFP like balance, eg. M1A1 needs 3-4 sabot of the new T72M (almost strong like the T80 in OFP) & T72A,

- the engine of all tanks won't turn on by turning the turret,

- ** fixed inf. AT weapons, the infantry won't fire on enemy inf. with AT136/RPG7

- M136 and RPG7 fire looks better, also the Ai wont fire over 250m,

- removed the recoil of MK19 and AGS30, so they shot correctly now,

- created FIA vehicles (T72, BMP 2 & UAZG),

- and use the Resistance Troops 1.1 reskin by Rellikki, as FIA,

- created camoflaged buildings & static defence,

- replaced ACU Army soldier to Marpat Marines, reskin by HePCaT,

- removed some dust FX or reduced some,

- added GPS for Officers and Squadleader (the player units in crCTI)

- removed all original weapon transport, in all vehicles but ...

- ** ... added bigger cargospace for magazines and weapons, to avoid the "ammo bug"

- MGuns >= DShKM / M2 Browning aim and fire on helicopters, so they can be used as AA Guns now

- removed the FFAR for Helicopter and Planes,

- added 1500rnd instead of 300 to Harrier GAU12,

- the SU34 got 8AT rockets now,

- both sides got the RHIB as boat (west and east version)

- US troops got M68 handgrante instead of the timed M67, because the AI can't handle the timed HG well.

** = outdated by ArmA patches (v1.08)

about the coop option:

If "Easy Coop" is selected, there are just a few resistance troops, and the AI opponent side,

got only double startmoney as the player side.

If "Hard Coop" is selected, there are a lot resistance troops, and the AI opponent side,

got 200 times startmoney as the player side.

If both sides are with player, and "Hard Coop" is selected, each player side got normal startmoney,

but way more resistance are in the game. Its allmost like a "3 sides CTI".

Bugfix in v1.1:

- missing vehiclescanner for BI tanks in v0.52,

This bug was a result of ArmA patches.

Known issues & Comments:

- JIP dont work correctly, so it is off. JIP is W.I.P., no ETA yet, (but master Cleanrock may got a solution already .. )

- AI needs performance, if the server frames drop under 20 fps, the AI will stop, they don't move.

- Javalin is not in, it would take away the challenge to kill a tank.

Have Fun.

Greetings DVD

(Der verrückte Doktor)

http://k-dvd.de

http://hotshots.folkersma.org

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DVD, i'm so happy to see your continued support for Arma crCTI .. for awhile there I thought yourself and CleanRock had abandoned it and went back to OFP crCTI.

Thank you!

notworthy.gif

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In my case, you were right with your thoughts tounge2.gif ...

... but hey, ArmA becomes better.

Slowly, but step by step. wink_o.gif

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DVD does JIP work now?

Edit: nevermind it's not I just read it all.

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@DVD:

thanks for add 6 units max groupe size wink_o.gif.

ho and shoudnt we get a default settings of "keep 0$" ?

AI commander might earn money faster ?

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@gL33k

Well this "keep $0" would give the Ai com more money, but the AI groups can't ream or heal themself in this case. wink_o.gif

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@gL33k

Well this "keep $0" would give the Ai com more money, but the AI groups can't ream or heal themself in this case. wink_o.gif

you mean AI team leader buy their own troops now ?

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@gL33k

Well this "keep $0" would give the Ai com more money, but the AI groups can't ream or heal themself in this case.  wink_o.gif

you mean AI team leader buy their own troops now ?

If you set them to buy mixed or something they do yes.

Also note that the keep 0$ doesnt always work, and therefor use the 1000$ as default. This way they can rearm and buy some inf if you set them at buy inf

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Thankyou DVD for releasing an updated version of crCTI, I have been playing .53 non stop, and the new changes look great.

Especially can't wait to try out the easy/hard coop =D

Are you utilizing the new working setpos in this version?

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Looks nice smile_o.gif

Is there a manual or read-me on how to give exacting waypoints to the AI squads?

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"Commander Waypoint

Only visible to the commander. The WP is used for commanding AI groups.

The commander sets the Waypoint by Shift-LeftClicking on map."

http://cr-ofp.dyndns.org/forum/viewtopic.php?id=36

Then you can set the AI to a waypoint, you can even send AI pilots to paradrop AI soldiers to positions. They will keep going to base for more troops and then to the waypoint to drop them.

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alt+shift click on the map open the way point board, co for commander waypoint and other is for your ai

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Ok thanks for help. I've got the CO points down but not the waypoints. The ordering system feels a little clunky but maybe I just don't have the hang of it yet. Can you give detailed orders like , 'Stealth;Hold fire;Get in Vehicle' to your groups?

Boy these play out a lot smoother on the ol Everon maps smile_o.gif

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This is the best mission with the best units for ArmA, don't stop. thumbs-up.gif

It gives me back a big piece of OFP, what i missed badly in ArmA.

Only one thing, SLA needs MI-24 and a T-90.

Ok, there is no T90 sad_o.gif .. but RHS Mi24 wink_o.gif.

@froggyluv

You can order AI to wait for transport.

If you buy AI for AI groups, the soldier wait the given time to wait,

and search a transport truck, jeep or transport helicopter with a running motor nearby and get in it.

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I think i add the RHS Mi24 in the next update.

No promise now .. but so far are my plans.

And yes we need a better east tank.

For me i like to add all latest russina tanks, since the 1st. T-72.

T-72BV, T-80UM, T90, even the new prototype T95.

I am just horny for big heavy monsters. tounge2.gif

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Mirror

Maps and Main Addon: HERE

3RD Party Addons: HERE

Central Desert Everon Map: HERE

I suggest making a mod folder to keep your addon folder clean. smile_o.gif

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I played this (coop mode) with a couple friends for 12 or more hours (on a LAN with a dedicated server) over the weekend, and had no bugs and no CTD's.

@DVD

I would like to make some comments/suggestions for the coop mode for you to consider for future changes.

Here is how our games played out: As soon as the enemy AI spotted our base we spent the rest of the game on defense. Everyone knows the AI has super high skill and rarely misses(on veteran mode anyway). The AI skill + several T-72's camping our base made it very hard to do anything. If we destroyed a T-72 it was replaced by another. If we tried to leave the base to capture a town we were shot by a T-72. So since we could not leave our base due to camping T-72's, we had only 1 town and very little income. Which meant it was only a matter of time before we were overrun.

My Solution: This is from the BLUFOR perspective but I am speaking for both BLUFOR AND OPFOR: In coop mode the enemy AI would attack our base with only Ka50's, T-72's and infantry. I feel there is not nearly enough variety of enemy vehicles attacking the human base. Would you consider scripting the mission so that the AI team would send MG/Rocket/Grenade mounted BRDM-2's and UAZ's offensively, and a URAL full of infantry which disembark when near the enemy(human) base. Also increasing the number of BMP-2's and an occasional Shilka would be nice. Also seeing AI SU-34's supporting the attack would be fantastic! I know this is a lot more scripting, but as it is now, the human team gets raped by dozens and dozens of T-72's, and not only is that frustrating but it is boring. I know the T-72 is the most powerful land unit OPFOR has and sending it is devastating and makes sense, but again seeing T-72 after T-72 after T-72 roll up to your base starts to get repetitive. Do you agree?

I hope you understand what I am trying to say here, and can use my comments to improve this mission, it is a very good mission. smile_o.gif

Thanks

Rumsfield

For those of you who play this over a LAN:

We noticed our 2 Ghz dedicated server was down to 13 FPS and AI was standing around. So the next game we reduced the AI players per side from 15 vs 15 to 12 vs 12 and the server FPS were never below the 20's, and AI did not stand around as if bugged. To monitor the server's FPS, first log in as admin, then type "#monitor X" where X = time in seconds.

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yes it is a probleme all CTI finish by tanks VS tanks

it was the same probleme on OFP

I like to play infantery but in CTI it is difficult after a time

I think that tanks kills the CTI balance infantery / vehicle

tanks are to strong

a tank limit will be good

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@Rumsfield

I try to add more differend base attacking vehicles, in the next version.

But a general tip, if the coop mission is to difficult, reduse the number of enemy groups. wink_o.gif

@gonza

Im not a big friend of limits. Some are needed, but some can turn the game a boring one.

I rather give the Inf. a better chance to be more danger.

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bugs I saw:

-AI sometimes stop, dont go to cities to hold

-often rearming on rearm truck doesnt work, takes money but doesnt give ammo

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AI needs performance, if the server frames drop under 20 fps, the AI will stop, they don't move.

So reduse the number of AI.

About reaming, it seems that, if there are 2 player in one vehicle, it aint work. (player + ai driver/gunner was not a problem).

Also secondary Weapons (like the tankcommander MG) wont be rearmed.

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