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PVP 2 Sided Evolution

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No need for permission, but please send me a copy when your done and I'll post it on the website.

UFI - I am working on RC5 with the ability to effectively reset the entire mission while in play, this is a pretty major change so I hope it wont be too hard to upgrade to. The idea is to able to play multiple matches but keep and upgrade rank. It's like reseting a chess board.

Also UFI - This is a milsim product being a military member and NCO I am pushing for fun realism.

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Isgreat ran the south island R4 on dedicated server last night all good.   Once again small issues.

- New Have also noticed that later on during game ~60 min play (though it may have been happening all the time) BLUFOR are transported by OPFOR Mi17s

-  Ammo crate error with selection (when selecting lazer marker, thought this may not always bee case). as BLUEFOR

- Saw script error when halo as BLUEFOR.

- Time selections not working e.g 2100 etc, all set at 1200 as BLUEFOR

- Preservation of weapon load out

Sorry no screenies for above.  I will try and repeat errror.

None of the above effected the gameplay. Game went for 165 mins no probs.

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May be considered as suggestion (see below)

- Vehicles stationed in towns to provide some means of transport when truck has respawned etc (tho with airstrikesthis may be difficult)  I think evo does have this?

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Isgreat although the advice from many of us here is good natured,  I would not try and "overbake " the mission.  As it is I think its great.  The feature list is a personal preference, when testing last night I had people say

" I don't like having to restart at base after respawn" - From this came the suggestion for a mobile respawn (like domination)

The thing to remember is that this IS an evolution variant, not domination.  Suggestions will make your job never ending.  Perfect what you have and release it, then start something new.

These are my thoughts.

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Has anyone tested the load of this mission on a dedicated server?

My mates who run the dedicated tested the mission with 4 players (and ECS mod- jumped the gun a bit there we did) and the dedicated server frames were 14-16 fps. Off the top of my head I don't know the server specs. Lets just say it manages Evo/Dom and 25+ humans CTF/Bezerk without many probs

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I've been running it on my server for a week or so now.

The server runs at 10-15 FPS.

Specs:

AMD Athlon 64 X2 4200+

4 GB RAM (Virtual Memory turned off)

ArmA Install Dir is on a RAID 0 Array, OS is on a different RAID 0 Array

Windows Server 2003 Standard

Note: The server also performs other jobs... teamspeak, HTTP, MySQL, FTP, DNS, VPN, to name a few. I'd imagine that I'd get better FPS if ArmA was the only thing that server did.

Hope that helps.

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Thanks for the info Yuka smile_o.gif. Yuka as a follow up question. How many players is this figure for?

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Has anyone tested the load of this mission on a dedicated server?

its on these servers but you need 1.09 to play:

49372.png

50986.png

53560.png

the 1.08 server always has players on it so i haven't been able to update it.

System: Server 2003 R2 with service Pack 2

Computer: Intel Xeon E5320 @1.86GHz, 4GB Ram

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Just an update, RC5 is being worked on. It will include a major change where the same mission will generate an end sequence and reset the entire map. This will happen when either team reaches 1000 points, or all towns have been taken. It will generate an end sequence and keep track of the east/west wins. The mission will not actually end, but the entire map will be reset. Player scores and destroyed towns will not be changed. The result should be a battle over scorched earth.

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Can you fix the repair function? EVO_Repair?

I can't seem to figure out why it isn't working. FARP and the airfield repair system don't seem to work, unless that is an intentional change on your part.

It's just a pain in the butt to refuel, rearm, and repair aircraft when they are on high-demand CAS missions. I can't seem to get any player to dedicate themselves to performing the role of attack craft logistical support....

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Ok, I have included many fixes and added a system to end rounds and reset the map. East/West score is kept, missions now add to your score. East/west wins are kept and an end sequence is initiated at the end of each round. Rounds end when one team has reached 1000 points or captured all of the towns. Ai is again improved and I assure you, you will die taking these towns wink_o.gif

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Will post south island soon,

R6 is done

I have made some improvements especially to existing marker systems and again to ai.  Major improvement are additional civilian vehicles for player use at the warp exit, and the ability to have motorcycles/trucks dropped to players via the support menu.

This will eliminate transportation issues.

UFI - The truck is not available to Pvt's for para drop.  The bike is available to all ranks.

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First impressions for R6 is that everything works. I played it as player host with 2 clients, so this needs to be taken into account.

It seems to run slower than other full island missions, however I only got to go by older missions to compare with.

Observations

- The South part of the name should be removed

- Mate spawned on roof

- AI seem to hammer you coming out of teleport zones. I think for the full island the whole teleport setup needs to be revised, re postion of teleport locations etc. Perhaps reinstate the original airbase locations of the original map (for full island only)

- Used more resources (stuttered on pc - maybe due to full island on player host)

Thanks for the fun Isgreat!! smile_o.gif

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****************************************************

Isgreat although the advice from many of us here is good natured, I would not try and "overbake " the mission. As it is I think its great. The feature list is a personal preference, when testing last night I had people say

" I don't like having to restart at base after respawn" - From this came the suggestion for a mobile respawn (like domination)

The thing to remember is that this IS an evolution variant, not domination. Suggestions will make your job never ending. Perfect what you have and release it, then start something new.

These are my thoughts.

The reason why alot of players hate Evo is because of the constant travelling, from base to the frontline, after each death. It's a game and should be fun.

A mobile spawn would be great. Certainly would up the FUN factor, by ten fold. Some of us ain't got the time, nor do we wish to keep hanging around for chopper rides or driving huge distances. Just to die again, a few minutes after arriving.

The mission is absolutley fantastic. here's hoping you add a MHQ (like the one in cti, not domination) So some of us with very little time can actually enjoy a map of such a huge scale. Currently only Domination fits that profile, for me at least.

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ok, ok... I concede, I will include a portable system for player spawn etc. I just have to decide on which type to use. I like the idea of an mhq styled vehicle as it will provide a juicy target.

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Hotfix to R8.3

EVO 44 R VS B R8

Quote[/b] ]

Red VS Blue

EVO 44 R VS B R8, PvP 1-44 players

ArmA version: requires ArmA v1.08

Addon's required: None

Style:   Full Scale War - Red Vs Blue

Respawn: From Base, teleport to MHQ/Warp Point

JIP: supported

Island/towns: Sahrani (Southern North Vs South)

Duration: infinate, resets 'ingame' upun Sahrani takeover/points win

Weather/Time: automatic

Credits & thanks: Entire Community

Downloads/Screenshots-arma.isgreat.org

MHQ - this BMP2/M113 ambulance has a Heli landing pad in front of it and supplies a moving 1 way teleport location.  This can only be used by the MHQ Commander/Officer class.  Map marker is red when MHQ is Damaged, blue when in motion and green when static.  The MHQ teleport will not work until the MHQ is fixed after being destroyed.  Can be captured by an enemy officer.  Access is through a dedicated MHQ teleport building.  Titletext and marker help to indicate building type.

~Additional fixes/improvements to R7.~

marker vehicle direction indication, in game building help.

Note - Heli Insertions transport your entire squad from a locaton within the east/west warp zone on sahrani.  Ensure your flighpath will not go through the enemy protected zone.  Your suad will be paradropped at the location you specify.

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Really awesome. My only gripe is the teleport. Mobile respawns are great and the teleport option is great for domination as it is only Ai you are going up against.

This is PVP and I think having the option to spawn at mainbase or the MHQ is more appropriate. How annoying would it be to stuble across a MHQ only to have the enemy teleport away, to escape death...I do it all the time on domination nener.gif Just something to consider and btw I am loving this mission.

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Rgr that, the mhq is one way only.  Teleport to it from base but not back, it must teleport through the teleport building.  It can be lost/cut off and stolen by the enemy.  Even parked in the enemy protected zone or in water.  It is a strategic asset.  The only 2 way teleport is through the static warp/teleport buildings.  The MHQ can be locked by the commander and should be well protected.  Only officers can move them, 1 player per team.

Also all military vehicles except for boats must be repaired when destroyed and can be stolen by the enemy.  They only return to their start locations at mission reset.

Civilian vehicles respawn at their start locations when destroyed or abandoned and air dropped vehicles will simply disapear when they are destroyed or unused.

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Hotfix released for aircraft - changed spawn type to non/repair auto respawn and fixed taxi triggers. As repair at destroyed location didn't make sense for strike aircraft.

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OK did R8.4 on dedicated server for 1 hour. Please keep in mind that server was running

Setting

-ECS and ArmA 1.11

Assumptions

-Mission runs fine with ArmA 1.11 and ECS

Bugs

-The OPFOR are not being generated intermittently. Confirmed by player of  OPFOR side.  BLUEFOR working no problems. This was not initially the case during the fight for Corazol.  It was after Corazol this happened. (again needs confirmation, one test not enough). BLUEFOR reached Masbete in ~1.5hrs

-  I was being killed in chopper, without being shot. Like a chopper bug.  This will need confirmation as I may have been sniped, but doubt it.  I was going to Map view alot etc during this time

Suggestions

The respawns etc have been discussed.  However I think that you should only be able to teleport to towns you hold.  No Mobile HQ no Shed even.  When you teleport to just north of Corazol, its a long trek north to defend Bandango.

All up if the OPFOR did regenerate, even with the spawn issue, I was having a great time.  Quite scary at times with ECS running.

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Suggestions

The respawns etc have been discussed.  However I think that you should only be able to teleport to towns you hold.  No Mobile HQ no Shed even.  When you teleport to just north of Corazol, its a long trek north to defend Bandango.

All up if the OPFOR did regenerate, even with the spawn issue, I was having a great time.  Quite scary at times with ECS running.

I completely agree, spawning at towns is good enough for me.

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FARP repair is still not working in R8.4...

Also:

Quote[/b] ]-The OPFOR are not being generated intermittently.

i can confirm that.

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Ok, I have something new for you.

EVO 30 CTI 1.0

Improved/tweaked game play.  New teleport to/from captured towns from MHQ/Mission HQ.  New Farp/Mash. Commander builds FOB - A large hanger with repair/refuel/Mash.  Civilian Refaree's who can see both teams, and all markers colored red/blue. Improved FPS by average of 6.  Now get full array of vehicles through the support menu.  Visuals improved.  'T' key activates support menu - Many thanks Dr_Eyeball.

I could have gone to full cti with this, as the basics are all here with jip etc working fine.  I did intentionally stray somewhat from that recipe.  Anyway, I hope that this makes everyone happy.

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