arma.isgreat.org 0 Posted December 10, 2007 REALCOMBAT, by GC I have just reworked my mission architecture to release my real combat PVP mission. This mission boast a live environment where Coy sized forces continue to fight over Sahrani. Players can choose to join the east or west side to choose squad members to fight. Roleplaying is achieved through a score ranking system and the ability to change the unit's model as they progress in rank. IE: Become a crewman to drive tanks and a pilot to fly aircraft and helicopters. Command more troops as you progress. Like old CTI, you capture towns, and can actually warp your vehicle from base to your teams town. There are a lot of features, you wont be disapointed, from roving attack helicopters to carpet bombing strike aircraft, this mission has it all. The mission is designed for 24/7 without restart. I am looking for help to make this mission even better. Please email me from my site. http://arma.isgreat.org/rc/ Share this post Link to post Share on other sites
mattxr 9 Posted December 10, 2007 this already got posted in the Frontline Commander (MP 2-30), A new mission!! thread. Share this post Link to post Share on other sites
arma.isgreat.org 0 Posted December 11, 2007 Quote[/b] ]interesting any chance for more player version(s)(like 18vs18, 24vs24, 32x32)? Yes, my template allows adding of players without adding code, it was designed as a modders dream, being one myself. Vehicles are also very easy to add as are city locations. The design is modular. To add additional multiplayer slots simply add more playable men to the chosen team, note civilian are refarees with a godlike ability to warp around the island. To add/change vehicles simply copy any of the vehicle spawn points, change the ["easttank"]-example part of the exec array and add an array entry for your vehicle in the build\store.sqs file. It should be easy to find out where, there are a lot of entry's. If you want the ai to use your vehicle, put a copy of the vehicle spawn within 150 meters of an ai commander (running the "ai\ai.sqs script), and the ai will man and use your vehicle. To add additional ai commanders, copy the ones on the map and have nearby vehicle spawns. This thing gets as big or small as you want. Every time an ai\ai.sqs script is run on an ai commander, he adds another dynamic self sustaining 12 man squad of troops who will man the self spawning vehicles. You can run the same script several times on the same commander. He will only command 1 air unit however, per script run. (heli's etc) To add additional flags you simply copy the city flag and place it where you want a conquer location, then name the object that locations name, you can add an indefinate amount. Share this post Link to post Share on other sites
mazza 1 Posted December 11, 2007 You might want to save it with QG loaded. I'm getting a laggy experience in MP on a player-host set-up, anyone else? Share this post Link to post Share on other sites
arma.isgreat.org 0 Posted December 12, 2007 It does depend on the pc, I did tailor this for my laptop with a 7400 go 512mb and 2 gb ram. Also, it is meant primarily for Dedicated servers, due to it's use of server side scripts. I plan on deploying some reduced versions and/or scalable versions to help in player server setups. Share this post Link to post Share on other sites
arma.isgreat.org 0 Posted December 12, 2007 Gameplay Pics Start at the east/west base Recruit ai, get weapons etc. Choose a vehicle and choose to teleport/transport to a given location (the east/west landing zone or captured town) http://arma.isgreat.org/pics/teleport3.JPG Capture flags in realtime, changes flag and map marker. note pics from FrontlineCommander Build, for newer ingame pics visit http://arma.isgreat.org/rc/ Share this post Link to post Share on other sites
mazza 1 Posted December 12, 2007 I think its still referencing Queens Gambit addon "desert2_buildings". Share this post Link to post Share on other sites