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Seize zones [Enhanced C&H] Beta 1.0

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sz_mp4.jpg

Updated: Beta v1.31

Some bugs were fixed.

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Updated: Beta v1.3

NEW of beta v1.3

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The artillery is constructed in the zone when becoming UC mode.

Indirect fire: When the raid team approaches the enemy zone, there is a fire support for the artillery team.

PACKING OF DIFFERENT ISLAND

---------

Sahrani edition: No addon

Porto edition: No addon (Queens Gambit is required)

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sz_mp3.jpg

Updated: Beta v1.2

Completion of initial plan.

PACKING OF DIFFERENT ISLAND

---------

Sahrani edition: No addon

Porto edition: No addon (Queens Gambit is required)

///////////////////////////////////////////////////////////////

sz_mp2.jpg

Updated: Beta v1.1

some problems are corrected.

PACKING OF DIFFERENT ISLAND

---------

Sahrani edition: No addon

Porto edition: Queens Gambit is required

Gardinasisland edition: Some addons are requested.(The following)

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sz_mp1.jpg

Hi all,

A new MP mission was made. Please try.

Initial release: Beta v1.0

OVERVIEW:

---------

*** THIS IS A BETA VERSION ***

Mission Name: Seize zones [Enhanced C&H]

Game mode: MP/C&H (1-8)

Addon's required:

-Gardinasisland (v 1.0)

 http://deadeye.pytalhost.com/manual/index.php?topic=251.0

GI.rar

Gardinasisland.pbo

-Trench Generator

 http://www.flashpoint1985.com/cgi-bin....saarena

Trinchera.rar

Bolsa_arena.pbo

Respawn: Base

HOW TO PLAY

--------

The first

Go to any zone. And, hold off the enemy's attack in the fortress until assault team on your side comes.

The second

The flag changes if the leader of assault team enters the zone. And, if the soldier takes to a regulated position in the fortress, the occupation is completed.

*This situation is called UC (Under Control) mode, and it is shown by marking the map.

The third

Move near the flag, and transfer it to this team by the action menu. You are included in the count as a member of assault team.

*When the count vanishes, the occupation of the zone is reset.

The fourth

Reinforcement to the zone is automatic. When IFV is sent, fixed arms and the bunker are constructed.

*There is reinforcement from arriving IFV.

The fifth

The raid team is organized from IFV. If the action menu is used near the flag, it can be transferred.

*The duty of the raid team is reset of the enemy zone. It is not possible to occupy it.

*The armor vehicle might accompany the raid team.

*You occasionally serve as the leader because the raid team is automatically reinforced.

*If you become a leader as a crewman, the armor vehicle will be able to be operated.

Others

-The re-armament of the unit that belongs to the zone is automatic.

-If it returns to the belonging zone, the repair and the re-armament of the armor vehicle of the raid team are possible.

-Fire support to raid team.(From an own zone)

[WIN CONDITION]

Make six zones [uC] mode for five minutes.

*The strategy changes depending on the number of [uC] mode zones. This number can be set on the lobby screen.

[MISSION BEGINNING]

Three sides(SLA,USA,RACS) can be selected.

[MISSION TIME AND WEATHER]

Selectable Daytime. Fine weather.

DETAILS:

--------

Difficulty: If it is lucky, it is easy.

Supports SP: MP only

Cadet/Veteran mode variation: Recommended regular mode.

Island/towns: Gardinasisland/

Core game style: infantry combat (air and land mechanization)

Scale: default max AI infantry 84 + AI armor 12 + AI air 6 (about)

Duration: Ask AI.

Weather/Time: Fine, Selectable Daytime.

FILE DETAILS:

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

Intro/Outro: None

Briefings: Notes

Created for Arma version: 1.08

Testing: Tested on host play in WWW with 2 players.

INSTALLATION:

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

Standard:

- For Multi Player, copy the pbo file(s) to .\ArmA\MPMissions (installation) folder.

FUTURE PLANS:

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

-Done: Display of occupation situation.

-Done: The number of AI is provisional settings. I want to enable the user to change this value freely.

-Done: Added an artillery units

REVISISON NOTES:

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

Beta 1.31 - 24.10.2007 - Some bugs were fixed.

Beta 1.3 - 21.10.2007 - Completion of adding an artillery units.

Beta 1.2 - 16.10.2007 - Completion of initial plan.

Beta 1.1 - 11.10.2007 - Some problems are corrected.

Beta 1.0 - 09.10.2007 - Initial release.

CREDITS & THANKS:

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

- BIS/BIA for their great simulators.

- Gardinasisland by Alex.Sworn

- Trench Generator / Script generator by Benoist

Mission download

Seize_zones_Island_pack_v131.zip (142KB)

Seize_zones_Island_pack_v12.zip (137KB)

Seize_zones_Island_pack_v11.zip (195KB)

Thanks

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i'm tired of evo game. i never reeally liked them.

i hope your Enhanced C&H will have success !!

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Quote[/b] ]i hope your Enhanced C&H will have success !!

biggrin_o.gif

This mission is simple killing world.

It made it also on other islands. (update)

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Quote[/b] ]MP with AI is a blast.

Is this meaning "Don't use AI in MP"?

I will make the version that excludes AI. smile_o.gif

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Quote[/b] ]MP with AI is a blast.

Is this meaning "Don't use AI in MP"?

I will make the version that excludes AI. smile_o.gif

MP with AI is good. I play with only a few people and the AI is much better to fight with. Not many C&H maps have AI implemented.

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Updated v1.3 smile_o.gif

I think that this is the end of the update of this mission.

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Are you finna add artillery to the SP versions of this mission? I hope I'm not axing sumpin that already be implemented in SP. Artillery would be a great addition in the SP version if it isn't in it already. Sorry for axing about SP mission in the MP thread.

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I will add the artillery to the SP versions of this mission. wink_o.gif

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Very nice Mission!!!But it needs much performance.Can you show an example to reduce ai limit or some tips for better performance???And the sp version ready soon.???

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Example of making to the lowest number of AI soldiers.

Admin option items

1th item : 2

2th item : 2

3th item : 1

4th item : 1

5th item : 1 or No reinforcement from IFV

6th item : 1

7th item : 25% or No armor vehicle

And click apply button.

Because this mission was converted from the SP version, the performance in MP might be not good.

The SP version is here. wink_o.gif

http://www.flashpoint1985.com/cgi-bin....x+zones

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i tried this alone on an LAN session but im not sure how to play it exactly...i understand the goal of course but since i dont spawn as the Leader how am i supposed to control which sector id like the friendly troops to overtake?

I ran into the zone2 fortress for example but since im not the leader nothing happens...either i just have to sit there and wait until they eventually show up OR i can look on map to see which zone they went to and then try to run there to help defend.

Is there anyway for 2 friends to play this online as coop and have control over what the friendly AI is doing?

Seems like fun, if i knew how to play.

Thanks for the mission & the help in learning it!

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I love this mission, this is by far my favorite SP/MP missions but I was wondering. Is there any way you guys can make a six zones version set in Parasio, I love urban fights. Or even a twelve zone version with all the zones set in South sarahni (even though I'm not sure if that's possible or not).

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to BigShot,

If this explanation helps you, I am glad. biggrin_o.gif

< < < THE FIRST ACTION OF PLAYER > > >

1th You go to any zones.

2th You wait until the ally force(Assault team) arrives at the zones.

- Waiting time increases when Assault team meets the enemy on the way.

3th The flag changes if Assault team enters the zones.

- The player can join Assault team in this situation.

*Use the action menu near the flag and select "Transferred to this zone".

- After transferred, the player is counted as a member of Assault team in this zone.

- To be transferred to other zones, it is transferred to the individual first .

*Use the action menu near the flag and select "Transferred to individual" in your zone.

< < < ABOUT UC MODE > > >

If Assault team member takes to a regulated position in the fortress, the occupation is completed.

This situation is called UC (Under Control) mode, and it is shown by marking the map.

The defense of the zones is reinforced in the this mode.

*Reinforcement to the zones is automatic. When IFV is sent, fixed arms and the bunker are constructed.

*When the count of Assault team member in zones vanishes, the occupation of the zones is reset.

< < < ORGANIZATION OF RAID TEAM IN UC MODE > > >

Raid team attacks enemy's zone. They help ally's Assault team to enter the zone.

*Raid team can't occupy the zone.

The player can be transferred to Raid team.

*Use the action menu near the flag and select "Transferred to Raid team" in your zone.

< < < BASIC DUTY OF PLAYER > > >

The player helps so that ally's zone may become UC mode early.

The player makes enemy's zone not become UC mode.

*It continues after respawn when the player belongs to the zone.

*The transfer procedure is effective only in the zone to which the player belonged.

< < < CONFIRMATION OF SITUATION > > >

If "Condition" is selected by the action menu, the player can confirm the situation at any time.

- Zone to which player belongs

- Situation of all zones

- Attack target of Raid team

To liljb15,

Because the range of fixed arms arranged in the zone is wide, it might be difficult to search for a good place.

When the number of zones increases, processing becomes super heavy because a lot of AI appears.

AI appears over 300 if 6 zones, (highest setting)

AI appears over 600 if 12 zones.

biggrin_o.gif

Added

I think that the street fights is possible if the soldier is arranged in the building. In that case, the use of a fortress and fixed arms is stopped.

By the way,

This system functions only by arranging some items in the map. Moreover, the class name used with this system is managed by the one list.

If someone hopes for the use of this system, I permit.

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