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PVP 2 Sided Evolution

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For the sake of giving Isgreat some respite during this easter period I shall not be making anymore posts on this thread for next 5 days. Isgreat, thanks for time in doing what you have been doing. I have enjoyed your evo mission from day 1. Still doing the old version 4 south islands at times

Once again isgreat, from someone with no mission making talents to you, a big THANK YOU

smile_o.gifsmile_o.gif

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I noticed a no-ranks version of EVO CTI on the serverlist, could I get a copy to post on my site? These versions save my time coding custom versions. Credits will be posted for modders.

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I noticed a no-ranks version of EVO CTI on the serverlist, could I get a copy to post on my site?  These versions save my time coding custom versions.  Credits will be posted for modders.

I've always just set the required value for each rank to 0 in the init file. This makes it so if someone starts doing stupid things and acrues a negative score, they get locked out of everything but the very basic items/vehicles until they get their score back up.

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I am missing something on the MHQ... What is its purpose? When I tried to use it, albeit RTS style, I couldn't get the same effect. What is its purpose so I understand what I am doing wrong please?

And Arma, great mission. Would kill for that third team smile_o.gif

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EVO CTI 2.0 has been released, here is a rundown of it's features.  The main difference is that almost all vehicles are 'bought' trough the menu now, and that transport to friendly towns and the mhq is now done through a single menu accessable through the 't' key when it is available.  Another huge change is that players now have money, and dont spend points.  

Important

This mission never actually ends, it just shows an end sequence, resests all the ai and towns and starts over, no reassign, all JIP. Your scores are kept if you don't restart it. Players are put back in thier start positions etc. You don't need to restart this mission, it can run indefinately.

Menu's

Vehicle purchase

Recruit Soldier

Select Missions(friendly towns/mhq/base)

Fire Support Menu

Transport menu - available at base/mhq (T Key)

Transfer Money(to any player on your team)

Small changes

Vehicles available depend on rank and class.

PVt's can now recruit one squad ai member.

Corazol Split East/West

Mission Details

Press 'T' for Transport menu when in base or at MHQ, you can also return using 'Transport to base' on town flagpoles.  You can transport to the MHQ from base.

Purchase Vehicles and Recruit Soldiers from the action menu

Missions are available for extra points

MHQ can only be used by the MHQ Commander/Officer class.  Map marker is red when MHQ is Damaged, MHQ Options will not work until it is fixed.  MHQ has all base options, but can be driven anywhere.  It provides a mobile point to transport to from base.

Transfer money to other players using the 'Tansfer Money' action.  Earn money from town income and points.

Squad kills by AI under your command will give you points.

Command more troops and gain access to more vehicles as you earn rank

Commander has team spectate ability and can build a Forward Operating base.  A hangar with repair/refuel/Medical Support

Civilian are referee's and have the ability to spectate both teams.  They can also warp at will around the island by clicking on the map.

Rounds complete when a team has reached 1000 points or hold all towns.  Towns are 50 points each and are calculated on game end.  The game automatically resets and keeps all player scores.

Flags markers start as green, then change to blue or red depending on who owns the ground and appear after mission start.

Successfully completed missions add to the team score.

Bases are protected from enemy players, you will be docked 5 points for entering them and lose your vehicle.

AI automatically defend towns and launch assault on enemy positions.

Map markers now show your entire team.  Yellow markers for infantry and parachutes.  Blue for cars/trucks.  Green for armor.  Black X for air And turn red when a unit is destroyed.

Realistic Bleeding and Blackout.

Status screen for all player info

Engineers build Field Guns and Farp's

Snipers have access to Weather/ballistics real time stats

Gain points for fighting over towns. And Completing missions

Earn a team score dependant on towns owned and missions completed.

If you kill an unarmed enemy you will be fined 30 points.

Towns automatically switch sides depending who has more troops there.

As commander you have many Radio commands.

If you go to the Recruitment point you can recruit AI units into your squad.

If you go to the Mission control building you can take a side mission for points.

If you disconnect and reconnect your score and rank will be retained.

If your a leader you can set the squad waypoint by holding shift and left clicking the map.

If your a leader you can remove squad waypoint by holding alt and left clicking the map.

If your a driver you can earn points for carrying soldiers into battle from the base.

If your in command of a vehicle, stop at the airbase, A farp or A dock to be fully serviced.

If you are a medic you can set up a MASH (Mobile Army Surgical Hospital) when players heal (enemy inflicted wounds) you get points. As medic your priority must be healing.

If you are an engineer you can set up a FARP (Forward Arming and Refueling Point) when you are near a repair vehicle. If you fully repair a marked vehicle at your farp you will earn points, As engineer your priority must be repair.

You can set your terrain detail (grass), View distance and Air view distance (How far you see in a plane or chopper) in Transfer or Mission HQ offices. High settings may make your system unstable

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I found a bug. While I was on OPFOR I tried to teleport to corazol east, but when I did teleport I was in the middle of the ocean.

Edit: I tried on BLUFOR too, every time I try to teleport I wind up in the ocean.

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EVO CTI 2.0 has been released, here is a rundown of it's features. The main difference is that almost all vehicles are 'bought' trough the menu now, and that transport to friendly towns and the mhq is now done through a single menu accessable through the 't' key when it is available. Another huge change is that players now have money, and dont spend points.

Important

This mission never actually ends, it just shows an end sequence, resests all the ai and towns and starts over, no reassign, all JIP. Your scores are kept if you don't restart it. Players are put back in thier start positions etc. You don't need to restart this mission, it can run indefinately.

Menu's

Vehicle purchase

Recruit Soldier

Select Missions(friendly towns/mhq/base)

Fire Support Menu

Transport menu - available at base/mhq (T Key)

Transfer Money(to any player on your team)

Small changes

Vehicles available depend on rank and class.

PVt's can now recruit one squad ai member.

Corazol Split East/West

Mission Details

Press 'T' for Transport menu when in base or at MHQ, you can also return using 'Transport to base' on town flagpoles. You can transport to the MHQ from base.

Purchase Vehicles and Recruit Soldiers from the action menu

Missions are available for extra points

MHQ can only be used by the MHQ Commander/Officer class. Map marker is red when MHQ is Damaged, MHQ Options will not work until it is fixed. MHQ has all base options, but can be driven anywhere. It provides a mobile point to transport to from base.

Transfer money to other players using the 'Tansfer Money' action. Earn money from town income and points.

Squad kills by AI under your command will give you points.

Command more troops and gain access to more vehicles as you earn rank

Commander has team spectate ability and can build a Forward Operating base. A hangar with repair/refuel/Medical Support

Civilian are referee's and have the ability to spectate both teams. They can also warp at will around the island by clicking on the map.

Rounds complete when a team has reached 1000 points or hold all towns. Towns are 50 points each and are calculated on game end. The game automatically resets and keeps all player scores.

Flags markers start as green, then change to blue or red depending on who owns the ground and appear after mission start.

Successfully completed missions add to the team score.

Bases are protected from enemy players, you will be docked 5 points for entering them and lose your vehicle.

AI automatically defend towns and launch assault on enemy positions.

Map markers now show your entire team. Yellow markers for infantry and parachutes. Blue for cars/trucks. Green for armor. Black X for air And turn red when a unit is destroyed.

Realistic Bleeding and Blackout.

Status screen for all player info

Engineers build Field Guns and Farp's

Snipers have access to Weather/ballistics real time stats

Gain points for fighting over towns. And Completing missions

Earn a team score dependant on towns owned and missions completed.

If you kill an unarmed enemy you will be fined 30 points.

Towns automatically switch sides depending who has more troops there.

As commander you have many Radio commands.

If you go to the Recruitment point you can recruit AI units into your squad.

If you go to the Mission control building you can take a side mission for points.

If you disconnect and reconnect your score and rank will be retained.

If your a leader you can set the squad waypoint by holding shift and left clicking the map.

If your a leader you can remove squad waypoint by holding alt and left clicking the map.

If your a driver you can earn points for carrying soldiers into battle from the base.

If your in command of a vehicle, stop at the airbase, A farp or A dock to be fully serviced.

If you are a medic you can set up a MASH (Mobile Army Surgical Hospital) when players heal (enemy inflicted wounds) you get points. As medic your priority must be healing.

If you are an engineer you can set up a FARP (Forward Arming and Refueling Point) when you are near a repair vehicle. If you fully repair a marked vehicle at your farp you will earn points, As engineer your priority must be repair.

You can set your terrain detail (grass), View distance and Air view distance (How far you see in a plane or chopper) in Transfer or Mission HQ offices. High settings may make your system unstable

Thank you!

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My two cent's on the mission features:

First and formost GREAT WORK! Love the idea of PVP and Coop peeps playing to gether on one server. notworthy.gif

Now I'm kind of a realist so the whole teleport thing is kinda over the hill for me, but non the less, I can see the demand for it, however can it be disabled some how? Kinda like the fact it drops people in the osean btw :P

But really now you have chopper insertions availible to you at 5 point cost and in worst case the halo jump not sure never used it in your mission yet. Why not just make these cost money instead of score? Since there will be a few towns captured from the start, you would have money to spend on transport in a more real (chopper) fantacy (halo) but at least it's not teleport :P

Other than my issue with the teleport thing every thing else is great to have in one mission. I like the fact that the side missions are now in enemy territory and not driving distance from base. Makes for a real mission!

Thanks again for this great mission and keep up the great work.

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That bug was fixed in 2.1, had to do with clients not reading a server variable.   It's not really a teleport, more of an air drop.  Saves hours of driving.

Hovever, yes I can add that option easily as a paramiter. I'll give this build a bit of a run, and consider it for a later version.

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Had to release a 2.2 fix, my bad, just a map editor level fix, the heli insertion start point for east, east water patrol marker and 1 other marker where in the wrong locations, my mistake during build.  Sry for the inconvenience.

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Umm the teleport's still broken now instead of spawning in the ocean, I spawn with half my body stuck in the ground.

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I applied a fix for the ground/player issue in 2.2.

I noticed questions on 1.0 here after 2.0 came out with a full money system new transport system etc.  I am doing my best to push out info on the version changes  Please try 2.2 if you heven't already.

Could all posters please indicate the version they are commenting on, it would help me a lot.

My signature contains info for current version and a download link.

Thanks for posting and playing all  notworthy.gif

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I applied a fix for the ground/player issue in 2.2.

I noticed questions on 1.0 here after 2.0 came out with a full money system new transport system etc.  I am doing my best to push out info on the version changes  Please try 2.2 if you heven't already.

Could all posters please indicate the version they are commenting on, it would help me a lot.

My signature contains info for current version and a download link.

Thanks for posting and playing all  notworthy.gif

I am talking about 2.2, I was playing LAN on blufor.

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I haven't seen that error either. Only "Error" I have seen, and I say that loosely, is I have seen "Flash" SLA troops running like the "Flash" in circles and unable to be shot. Figured that was just something on my end though.

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I never had issues with the transport system prior, other than being shot down a few times. My eyes are bleeding from playing so much.

The only minor quip I have is that all the helicopters get shot down and end up completely destroying every town in Sahrani. I played for many hours yesterday, and let the AI on both teams go at it for a long time while sleeping. I awoke to a "Scorched Earth" of heli crashes. Every single heli that takes flight, not involved in a para drop (even some that are), crash. Minor quip.

If possible, beyond what has already been mentioned for future versions, it would be nice to have more AI both under your control and to play against.

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Well tested 2.2 out checking the Transport options out and a funny thing happend to me when i droped a MG UAZ the parashoot did not disapear after it hit the ground still works but the uaz gets stuck on the parashoot slowing it down completely.

Then I noticed if you buy a soldier but your rank is full you still get charged for the soldier but you don't get him :/

Other than that I did not have an issue with the travel system emploid since 2.0 allot better then teleporting :P

So just to try and get some info from the testers are you using 1.08 or 1.11 for testing?

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EVO CTI 3.0

Improved GUI System, main menu accesses all features.  New GUI weapon equipment screen, allows you to equip your AI and yourself using custom templates.  Total of 42 towns.

Ammo and fuel trucks added. TT650g drop bike for east.

Game is tested for 1.08 to ensure cmpatibility with most users.

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Evo PvP 3.0, Running ECS and 1.11 patch.  The bluefor transport planted my legs in the ground.

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Great mission, definately my favorite, I do have one problem though.

With Corazol divided into east and west the AI seems to be at a stalemate. In your previous versions when Corazol was on city the AI could take over a whole island in 2-3 hours, but now that Corazol's two citys I let the AI fight for 4 hours and they're still stuck fighting in Corazol. I love that every city in the game can be taken over now but what good is it if the AI is just stuck fighting in Corazol. I think it's cause the AI have no where to manuever, I think since Corazol is so narrow the AI has no where to go. So I would like Corazol to go back to one city. thumbs-up.gif

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EVO CTI 3.0 on 1.08 Opfor side:

Played as commander, Any way moved my MHQ to Corazol East got killed by some AT soldier. Traveled again to Corazol East, saw that the MHQ has not respawned to repair After about 3 hours play and East leading with 27 to 15 city's. I went back to check on my MHQ and found the thing still a wreck now are these repairable at all? Or do you need to be very carefull with it?

I also see that you still pay for AI when you have reached your ranks amount and cannot have any more. Now is there any way to check that people don't waste money in this way?

42 city's is nice and all but will most prob have the PVP players decide on a city and just keep fighting there instead of acually going for city's. With less city's the chance of running into other players will be more won't it?

Money is a bit heavy in the sence of how do you run around with 13k cash on ya? Why not make each city owned by your side gives you 2 bucks? ie if you have 5 city's you get 10 bucks? That way the loosing side will acually feel it and the winning side too, I was on about 78 bucks with 27 city's captured. 0.o thats allot at the rate you get it. But hey it's more of a personal thing.

Again the parashoot won't dissapear on the MG UAZ but I found that if you turn the gun full 360 degrees any direction the shoot let's go :P

I like the new menu was not so nice with all those actions you had to scroll through.

The equip menu is cool and all, but you loose 4 side arm slots for ammo as well as 2 primary and secondary slots for ammo any way to fix that other than having to grab the extra ammo after spawning?

Now do you have another big change planed or can we test this one and gather some things to address?

So far I've had no problem with the transport on opfor side.

Keep up the great work man and if you need any thing specific tested just shout.

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Ok, I've posted 3.1 with fixes for all of the issues posted here so far.  Including the addition of ksvk and m107 rifles and the fire support menu in the main GUI.  I've also improved the money transfer system so that it sould not loose any funds.  Hope this helps.  Ai vehicles are now able to be captured, and work on the same system as player drop vehicles.  Few more subtle improvements.  Played with mhq, should be repairable now.  Enjoy.

If you like the weapon equipment system, thank Deus for the idea, (ie equip ai with custom loadouts) also, no fix for empty mag spaces, ammo is located at base to stock up.

Thank you for your help and ideas all.

Note - 3.1 was hotfixed prior to this post going up, was on my site prior

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UFI - Concept for more cities revolves around the idea of asymetrical warfare.  I would like to add to the feeling of the player being an independent Det commander, able work outside the box.  Player contact will happen, but it may be a little more surprising.  My hope is that my use of ai will fill the gap and provide a believable experience.  As an NCO, I am trying to provide a maximum number of command options.  I always enjoy a good ambush myself.

I recommend trying a heli insertion if you havent.

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UFI - Concept for more cities revolves around the idea of asymetrical warfare.  I would like to add to the feeling of the player being an independent Det commander, able work outside the box.  Player contact will happen, but it may be a little more surprising.  My hope is that my use of ai will fill the gap and provide a believable experience.  As an NCO, I am trying to provide a maximum number of command options.  I always enjoy a good ambush myself.

I recommend trying a heli insertion if you havent.

It's great, I love the fact that you used all the cities on the island.

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