gL33k 0 Posted September 28, 2007 nice addition doolittle ! but only one type of unit is bought. it's specop. i think we need a unit number restriction and vehicle(populated) buying. Share this post Link to post Share on other sites
Muecke 114 Posted September 28, 2007 out of memory (requested 495kb) free blocks 173... thats what server says. the server cant restart automaticly so it stays freezed !!! something wrong!! Share this post Link to post Share on other sites
daikan 1 Posted September 29, 2007 I plan on making it so that if you take a town then a small force will spawn at your base and move in to that town. (This will be an option) This will make the mission seem "coop" too since as AI is capturing stuff they will have forces move in. be careful with AI and try to make it client based (not server based). don't make the same mistake as in evo and overload the server with AI resulting in lag and warping... Share this post Link to post Share on other sites
gL33k 0 Posted September 29, 2007 I plan on making it so that if you take a town then a small force will spawn at your base and move in to that town. (This will be an option) This will make the mission seem "coop" too since as AI is capturing stuff they will have forces move in. be careful with AI and try to make it client based (not server based). don't make the same mistake as in evo and overload the server with AI resulting in lag and warping... group size restriction FTW ... Share this post Link to post Share on other sites
gL33k 0 Posted September 29, 2007 doolittle ETA on new version ? i will be glade to test it Share this post Link to post Share on other sites
russin 0 Posted September 30, 2007 can you Arm all towns with rouge Civs with weapons driving threw towns at the start of the game with no fear is to easy to build up build points..... make it tougher to get towns at the start would be cool Share this post Link to post Share on other sites
russin 0 Posted October 1, 2007 also the starting bases should disapear after you make a base i see no point to have them linger around as you can just pump out trucks to build bases to many MHQ types get lying around there should only be 1 build truck lose it you should not beable to build just my thoughts few other things aswell enemy bases shouldn't be marked at the start or anytime for that matter hahaha and having them in the same spot all thie time isn't a good idea should have random spwaning.. then when taking towns it shouldn't tell the enemys that you have takin a town unless you have takin it at some point ( starting towns) Share this post Link to post Share on other sites
Doolittle 0 Posted October 22, 2007 Okay, sorry this took so long. I was busy writting the anti-cheat stuff. Beta 13 is now out. You get more money for more cities you have. Repair truck can build guard tower with M2 gun, or bunker with gun, etc. More ways to mix and match ammo depot weapons. Can no longer swap places with your troops. Added ability to change speed that money rolls in so that you can help me to find a good spot for that... e.g. not too much money, not too slow. Also a day lasts 2 hours and weather is random (synced with all clients). Semi-big change is you can't see where enemy teams start out. I had wanted to put reinforcements starting in cities when you cap them but wanted to get this out first... Let me know how it works out. Thanks! Doolittle Share this post Link to post Share on other sites
luemmel 20 Posted October 23, 2007 any news on your development that ai can buy stuff? a coop mode would be greatful. Share this post Link to post Share on other sites
azdood 0 Posted October 24, 2007 Just to let you doolittle CTI fans know. We are hosting a game night this friday at 6pm Mountain Standard Time on the 88th Blue Devils Server. come join us. Or check out my main thread about the game night on our 88th Forums We will start off with the newest of doolittle's CTI's. So come join the fun, along with others who also love playing this mission http://www.88th.proboards32.com/index.c....3260043 Share this post Link to post Share on other sites
Doolittle 0 Posted October 25, 2007 any news on your development that ai can buy stuff? a coop mode would be greatful. I'm sorry, I won't be working on AI buying stuff right now. Share this post Link to post Share on other sites
Doolittle 0 Posted November 4, 2007 Okay, this should be fun... new Beta 17 release. If a team has no human players in it, they will spawn in with a vehicle (random).. and now when you capture a city, reinforcements will be paradropped in to help guard the city. Sooo.. for all you single players... kinda fun with the enemy capping cities in tanks and finding guards in cities you trying to capture. Try it out and let me know what you think! Thanks! File on first page of this post. Doolittle Share this post Link to post Share on other sites
pmd 0 Posted November 4, 2007 just threw up beta 17 on 88th server Share this post Link to post Share on other sites
Doolittle 0 Posted November 11, 2007 Quick release: Beta 18 - Less chance AI spawn with veh., fixed use of setVehicleInit now that I understand how it works better, time/weather sync well now File on first post. Share this post Link to post Share on other sites
Doolittle 0 Posted November 15, 2007 Made a two team version of the map.. link on first page. Resistance will start in towns sometimes. Doolittle Share this post Link to post Share on other sites
mechastalin 0 Posted November 15, 2007 Nice to see this has been ported, I liked it as it was by far the easiest CTI to edit so I made quite a few custom versions. Share this post Link to post Share on other sites
law-giver 190 Posted November 15, 2007 Keep em comin' Dooie. Enjoying every one of em. Always enjoyed your flashpoint stuff, keep up the good work mate. Share this post Link to post Share on other sites
Doolittle 0 Posted November 17, 2007 Thanks for the encouragement guys. I just put out a Beta 19... now including 2 and 3 team maps in one zip. Now on 3 team the cities will start with resistance possibly. Rewrote briefing (again). Made code between both maps similar for people editing, just changed a flag. MechaStalin, cool. What kind of changes did you make?? All the buy items are found in buyarray.sqf. Here's the list of stuff for the harbor for all three teams: (West has 3 buy choices) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_westarray = [["Zodiac", "Zodiac" call _vehdisplayfunc, "Zodiac" call _vehpicfunc, 100], ["RHIB", "RHIB" call _vehdisplayfunc, "RHIB" call _vehpicfunc, 100, "buyboattwo.sqf"], ["RHIB2Turret", "RHIB2Turret" call _vehdisplayfunc, "RHIB2Turret" call _vehpicfunc, 200, "buyboattwo.sqf"]]; _eastarray = [["PBX", "PBX" call _vehdisplayfunc, "PBX" call _vehpicfunc, 100]]; _guerarray = [["Zodiac2", "Zodiac2" call _vehdisplayfunc, "Zodiac2" call _vehpicfunc, 100]]; buyarray = buyarray + [["Land_majak", [_westarray, _eastarray, _guerarray], "buyboat.sqf"]]; Obj type, name, icon, and cost. Plus any script used to make that item specifically. If no script listed then uses default one (buyboat.sqf). Share this post Link to post Share on other sites
mechastalin 0 Posted November 17, 2007 Thanks for the encouragement guys. I just put out a Beta 19... now including 2 and 3 team maps in one zip. Now on 3 team the cities will start with resistance possibly. Rewrote briefing (again). Made code between both maps similar for people editing, just changed a flag.MechaStalin, cool. What kind of changes did you make?? All the buy items are found in buyarray.sqf. Here's the list of stuff for the harbor for all three teams: (West has 3 buy choices) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_westarray = [["Zodiac", "Zodiac" call _vehdisplayfunc, "Zodiac" call _vehpicfunc, 100], ["RHIB", "RHIB" call _vehdisplayfunc, "RHIB" call _vehpicfunc, 100, "buyboattwo.sqf"], ["RHIB2Turret", "RHIB2Turret" call _vehdisplayfunc, "RHIB2Turret" call _vehpicfunc, 200, "buyboattwo.sqf"]]; _eastarray = [["PBX", "PBX" call _vehdisplayfunc, "PBX" call _vehpicfunc, 100]]; _guerarray = [["Zodiac2", "Zodiac2" call _vehdisplayfunc, "Zodiac2" call _vehpicfunc, 100]]; buyarray = buyarray + [["Land_majak", [_westarray, _eastarray, _guerarray], "buyboat.sqf"]]; Obj type, name, icon, and cost. Plus any script used to make that item specifically. If no script listed then uses default one (buyboat.sqf). I should've clarified, I hadn't done anything with the ArmA version but back in OFP I made both an Iraq vs Iran version and a North Korea vs South Korea. Share this post Link to post Share on other sites
Doolittle 0 Posted November 17, 2007 More pics: Just as I noticed guards they shot me More enemy forces spotted in town My base (Note arty and guard tower with turret) Friendlies move in to seize flag behind trees Enemy destroyed on left, my team moves in on right I'm really bad at trying to take cool shots of the map to promote it. New ver. Beta 20 - fixed Dolores & don't spawn reinforcements if city already has some in it Share this post Link to post Share on other sites
.kju 3245 Posted November 17, 2007 I like them. You could try recording a small video too. GameCam is great for promo videos. Fair quality with very small file size. Share this post Link to post Share on other sites
russin 0 Posted November 17, 2007 good stuff will get it on the RN server soon Share this post Link to post Share on other sites
gassybutt 0 Posted November 19, 2007 Just a request to add a wreck/body remover script that runs say, every hour. After awhile all the wreckage causes server slowdowns. 3-way CTI is great fun, hope to see more improvements. Share this post Link to post Share on other sites
Doolittle 0 Posted November 19, 2007 Just a request to add a wreck/body remover script that runs say, every hour. After awhile all the wreckage causes server slowdowns. There is a body/wreck remover. I will recheck though. Share this post Link to post Share on other sites
Doolittle 0 Posted November 21, 2007 Yikes! Dead vehicle/body removal was broken. Dunno when it got broke. Fixed now... new ver 21. Thanks gb! Share this post Link to post Share on other sites