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dr_eyeball

Devastation: mission pack

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Prepare for...

DevastationLogo1.jpg

Requires ArmA: v1.14 or later

Intro:

I'm constantly reading about how players want more complex TvT missions and are even asking for the Project Reality mod concept and there are not enough people doing full featured PvP missions, so I resumed researching the AAS2 game mode again and so created this mission to include many improvements and extra features to enhance the game-mode experience to as close as I can make it to PR for now.

Download: Devastation mission pack

Screenshots:

SummaryMaps.jpg

AvA_H_Gatunas, AvA_L_Pacamac, AvA_M_Sierra, LvL_M_Eponia, LvL_M_Mataredo,

LvL_M_Obregan, SAvL_H_Hunapu, SAvL_L_Cayo, SAvL_L_Victoria, SAvL_M_Pita,

Town_S_Bagango, Town_S_Corazol, Town_S_Dolores, Town_S_Paraiso, Town_S_Virgo

SummaryIntros.jpg

Features.jpg

Summary:

[b]Quote[/b] [b]Mission Pack:[/b] Devastation (20 missions)
[b]Game mode:[/b] AAS2, PvP (24,48,56,70 players)
[b]ArmA version:[/b] requires ArmA v1.09beta+
[b]Addon's required:[/b] None (except for island/terrain specific missions)

[b]Core styles:[/b] sea/air vs land, land vs land, air vs air, town/forest
[b]Respawn:[/b] Base, mobile respawn vehicle, bunkers, (zones, if enabled)
[b]JIP:[/b] supported

[b]Islands/towns:[/b] Sahrani, Schmalfelden,  Barbuda, Porto (many towns, forests, valleys and other areas)
[b]Duration:[/b] selectable via MP Setup: 30/45 mins, 1/1.5/2/2.5/3 hours, None
[b]Weather/Time:[/b] selectable via MP Setup
[b]Credits & thanks:[/b] BIS, ArMoGaDoN, 16AAB members, other scripts (see readme file)

AAS2 game-mode intro:

Capping Zones:

  • Most zones are nested,
    • so when you capture the outer zone (90 seconds), it becomes a neutral striped marker,
    • then when you capture the inner CP (command post) zone (60 seconds) (usually a building), both become a solid marker.

    [*]Some zones are grouped,

    • so you need to capture all of the grouped zones before proceeding (eg: Alpha & Bravo before trying Charlie & Delta)

    [*]Most complex scenario is a team having 2 zones to defend plus 2 zones to attack

Win criteria:

  • TP = Time-held Points - Win by holding any zones accumulating most 'hold' points overall.
  • FH = Final Hold Count - Win by holding most zones at end of timed game
  • Or to win outright you must hold ALL the zones unchallenged during a final countdown.

General game rules and features:

Mission scenarios/themes:

  • Sea/Air vs Land (SAvL) - usually separated by ocean waters - making vehicle airlifts essential for the SA side.
  • Air vs Air (AvA) - usually separated by mountains or forests - making heavy vehicles unusable and air transport ideal. Requires high player numbers.
  • Land vs Land (LvL) - usually around the common road networks and towns - making fast land transport ideal.
  • Sea vs Sea (SvS) - experimental fun. Heavy use of boats for transport and attacks. Could be worth a try.
  • Town (Town) - situated in one of the major towns or regions - suitable for infantry and light vehicle combat. Uses lower players numbers.

Vehicle respawn times:

(Times in minutes)

  • 60 = abandoned vehicles
  • 5 = abandoned Cars, Motorbikes, Boats (exception)
  • 1 = Cars, Motorbikes, Boats
  • 1.5 = Support trucks, Trucks, HMMWV, UAZ
  • 2 = Transport choppers
  • 3 = APC, light armour (eg: M113, Stryker, BRDM2, BMP2, Vulcan, ZSU, Ambul)
  • 5 = MBT (tanks)
  • 6 = Jets, Attack choppers

Respawn Options:

  • 2-3x Base locations
  • 2-3x Mobile Respawn Vehicles
  • 2-3x Deployable Bunkers
  • If enabled at setup, each captured CP (outer zone plus inner command post)

Vehicles:

Helicopters have airlift capabilities with a full Airlifting HUD.

Choppers also have a HMD Helicopter HUD.

Artillery has arty HUD.

Laser marker/designator has LD HUD & 'Transmit target' action.

BluFor:

  • varied according to theme - to be advised

OpFor:

  • varied according to theme - to be advised

Civilian Towns:

  • Various Cars & trucks

Deployable assets:

  • Bunkers: can be deployed from Ammo trucks and also repacked. They serve as a spawn point and armaments source. They have deployment restrictions.
  • Boomerang CSS (counter-sniper system)
  • AT, AA & MG Tripods
  • fuel barrels, crates, sandbags, MASH tent

Restricted weapons: (limited/special/heavy)

Restricted weapon limitations is achieved via kits in the Armaments dialog. Certain vehicle crates also contain ammo for these restricted weapons along with regular ammo.

BluFor:

  • Javelin AT - Ammo: armour, APC's, trucks, UH60
  • M136 - Ammo/weapon: armour, APC's, trucks, choppers
  • M24 - Ammo: armour, APC's, trucks, UH60, HMMWV

OpFor:

  • Strela AA - Ammo/weapon: armour, APC's, trucks,
  • RPG7V - Ammo/weapon: armour, APC's, trucks, (choppers)
  • SVD - Ammo: armour, APC's, trucks, (Mi17), UAZ

Weapons & Ammo plus Crates & Vehicle Cargo:

  • Bases have ammo stores with a 'Armaments' action for all weapons, ammo and equipment.
  • Base ammo stores also have a 'Base deployment' action to deploy to a held location or vehicle.
  • All ammo stores, bunkers, crates and vehicle cargo have an action to: 'take field dressings'
  • Most vehicles have (vehicle specific) deployable crates - containing basic and sometimes restricted weapons and ammo plus equipment

MP comm's system: (markers, waypoints, voices, chat)

  • Squad orders - eg: Attack, Regroup, LZ, Mine, etc
    • also squad and personal waypoints via Alt+LeftClick & Shift+LeftClick on map.
    • Personal waypoint also defines your preferred drop off or LZ destination, prior to using the Transport Request option, which will automatically show the pilot (or driver) where you want to go and how far it is and automatically make it his WP.

    [*]Requests - eg: Pickup, airlift, airdrop, ammo, support, etc

    [*]Spot - eg: enemy spawn, armour, choppers, soldiers

    [*]acknowledge - not implemented yet

Vehicle and Infantry Tracking Markers:

  • Yellow: M=Mobile Respawn Vehicle
  • Green: fuel, repair, ammo, ambul/medical,
  • Blue: Jeep/APC/light armour, Helicopter
  • Red: AntiAir, tank/AA/heavy armour
  • Green: Infantry squad members
  • Blue: Rest of infantry team

Known problems:

  • v1.3 - kit selection exploit
  • Laser designator HUD appears for all players with laser designator in gear. Already fixed in v1.4.
  • Indirect artillery fire HUD and info needs some work.

Proposed future changes:

  • Finish Commander/Squad comm's system - WIP - partly designed
  • SL/squad abilities - eg: commander/HQ requests
  • more missions, including smaller versions of the large missions plus new islands missions
  • the original missions will be reworked, tweaked & balanced

Edited by Dr_Eyeball
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Looks promising! A pity I don't have any server to host it at, because this looks like it has potential.

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Nice, but the scale's a bit large. I'd make the "map" a bit smaller.

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Nice, but the scale's a bit large. I'd make the "map" a bit smaller.
That may be true if you have insufficient players, but it's actually designed to be properly playable with at least 20-40 or even more players. Any less and it won't function properly logistically and tactically. The zone spacings are only 1-2km apart and there is plenty of transport and respawn methods.

However, once this version is considered finished feature and stability wise, I'll create an infantry only (& basic transport) style derivative for smaller player counts plus other variations and layouts.

Very cool mission, love the menu's. Are you interested in helping me out with some gui stuff?
Yeah, no problem. I can help you set something up. I don't fancy creating anything brand new unless it can be used generically in other missions too. Send me a PM with your requirement.

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I am planning on releasing a tournament edition EVO-CTI, it's actually already coded, just brushing out some details. I would like to add keystroke opening of recruiting and support gui's, nothing fancy - but I can't figure it out.

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New updated misison v0.4a has been uploaded.

See first post for link.

The focus this time was mainly bug fixing and clarifying zone caps. Next version will tidy up loose ends and add some new features.

Bug fixes 0.4::

[list][*]Player actions were not restored upon respawn
[*]Player weapon loadout were not restored upon respawn
[*]added more ammo to crates - until better solution developed.
[*]Delete huge MFD image (potential memory CTD for some video cards)
[*]missing indicator message when attempting to cap a zone while enemy still in it - very confusing<ul>
[*]so score HUD (top of screen) now shows which zone you're in. If it also shows countdown, when you are capping it.
[*]Right side HUD stats is almost redundant now. Will remove in future.
[/list]

Changelog 0.4:

[list][*]bonus & penalty points for securing zones & destroying enemy/friendly vehicles
[*]HUD now stays on screen until toggled off - timeout removed
[*]reduce abandoned boat, motorbike & civy vehicles respawn times down from 60mins to 5mins - generally single uses
[*]hid vehicle marker names (too many)
[*]minor fixes: mapClicks, popup menus, waypoints, flags, voices, tidy up, etc
[/list]

Known Problems 0.4:

[list][*]Occasional script error upon slow JIP (at start only): list(ArMo_ZoneTrigW select(_x)) - temp workaround - just rejoin from MP Setup screen
[/list]

Edited by Dr_Eyeball
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We ran your mission last night on our newly opened public server. Didn't get enough takers but I hope that will change over time. We spent most of the evening just trying to 'figure it out'.

Our Checked server (signature verification) should be up most evenings (EST) and we'll try to run this mission for a while.

Server Name: Sturmgrenadier (SG) 1.12b

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Too bad I don't run the beta patches, this looks great. Thank you Dr. Eyeball.

EDIT: I may have to start running the patches just to play this.

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can this be played in lan game with no dedicated server? I know it doesn't seem gameplay wise to be made for it but technically?

will it bug out or something? and does it work on 1.12 beta? smile_o.gif

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Great and many thanks to Dr_Eyeball for picking up the AAS ball and running with it. The menus and additions look great.

The JIP error workaround used in the maps was just a delay, hence a longer delay might avoid the error, or a proper test / wait instead of delay for JIP players instead of the delay might work better.

PM me if you need to know anything about the knotty code in the maps Dr.

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Progress Update:

It has taken a while, but here's an update on the upcoming changes due out in about 1 week:

Mission Pack:

The next release (version 1.0) will become a mission pack containing 10+ missions, based on the same AAS2 game mode used in the first mission released with some new features (listed under 'Proposed Future Changes' ).

Themes:

There are several base themes implemented for the missions. The mission name will include an abbreviation indicating this theme (eg: SAvL) to help you choose a suitable mission type. The LvL theme is all too common in most missions.

They include:

  • Sea/Air vs Land (SAvL) - usually separated by ocean waters - making vehicle airlifts essential for the SA side.
  • Air vs Air (AvA) - usually separated by mountains or forests - making heavy vehicles unusable and air transport ideal. Requires high player numbers.
  • Land vs Land (LvL) - usually around the common road networks and towns - making fast land transport ideal.
  • Sea vs Sea (SvS) - experimental fun. Heavy use of boats for transport and attacks. Could be worth a try.
  • Town (Town) - situated in one of the major towns or regions - suitable for infantry and light vehicle combat. Uses lower players numbers.

Environments:

The missions are situated across various parts of Sahrani. The chosen areas are intended to be challenging and varied due to their specific location environment which is restricted by either its:

  • mountainous terrain,
  • forested foliage, or
  • rivers (inlets) and coastal waters.

New features:

Most of the new features or functionality (aimed to further complete the game-mode) will be delayed until v1.1. So feedback on what features work well or don't make sense or are unfair would be appreciated.

However, the new features which should be available in 1.0 will be:

  • limits for restricted high-end weapons - new dialog image
  • restrictions based on team size, squad size. Having squad members will become a requirement.
  • bunker deployment from support trucks - to act as restricted weapons access and hopefully spawn point

th_Weapons.jpgfull size

Missions list:

Hopefully this variety of missions, locations and environments should cater for the tastes of most players. It will be the same game-mode, but the variation in environments, vehicles & weapon availability and zone layout will be the key to each new experience, requiring different logistics and tactics.

The missions being created at present include the following:

SAvL - medium to large scale - attack from an island via sea & air versus a land vehicles only opposition

devastation_SAvL_Cayo_0.Sara

devastation_SAvL_Mataredo_1.Sara

devastation_SAvL_Pita_2.Sara

devastation_SAvL_Hunapu_3.Sara

LvL - medium to large scale - rural, forests, hills - Most land based vehicles

devastation_LvL_Obregan_4.Sara

devastation_LvL_Mataredo_5.Sara

devastation_LvL_Eponia_7.Sara

devastation_LvL_Sierra_12.Sara - mountainous forests - no roads

AvA - large scale or mountainous - Heli's and most vehicles over treacherous terrain

devastation_AvA_Gatunas_14.Sara -- maybe

devastation_AvA_Liberacion_15.Sara

devastation_AvA_Pacamac_18.Sara

Town - very small scale - infantry and light transport vehicles, smaller team sizes

devastation_Town_Dolores_9.Sara

devastation_Town_Corazol_10.Sara

devastation_Town_Paraiso_19.Sara

devastation_Town_Bagango_20.Sara -- maybe

devastation_Town_MatoVirgo_13.Sara - single forest (technically not a town, but same concepts)

SvS experimental - small scale - boats and offshore zones

devastation_SvS_Boca_11.Sara -- maybe

Beta Testers:

If anyone is interested in being a beta tester for the upcoming missions pre-release, please send me a PM. You need access to a dediated server and at least 4 players.

All missions use identicle code so only 1 mission really needs to be tested for a good indication of reliability.

I don't really need specific tests done, only reports of obvious issues or if an error message appears. Although further JIP testing would be handy. (i.e. leaving and rejoing a running game.) Mainly focusing on just the first 10 minutes.

Responses:

@[WWS]WarWolf

Thanks WarWolf, your AAS2 game mode scripts are incredibly flexible and I'm only using the basic capabilities at this stage.

Just to clarify, the JIP error is caused by me, not the original code. Should be fixed already.

@SG_Smokintodd - figuring it out

I was planning on releasing a basic 'quick start' guide. I have a draft. It seems new players are uncertain on how to proceed at the start with so many options being available to them. After all, the PR mod has an entire wiki dedicated to it's game mode.

@Deus - patch version requirement

Be aware that you can run the patched version alongside the main version with ease. It almost runs like a mod in a subfolder and is easy to uninstall. My local community servers run the latest patch version without hesitation.

@Commando84 - client server

It should run fine on a client based server, but it's extremely easy for any user to run a dedicated server on their client machine with the added benefits if you have a multi-core CPU.

Edited by Dr_Eyeball
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Can't wait till it's done... but where the hack are 1.12 PvP players? pistols.gif 1.08 suuuucks!

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Progress Update:

Just a quick update on the progress. The missions are 95% done, they just need a final once over check. The image shows the final selections for this release. About 6 other missions were excluded.

The additional features scripting is half done, but is taking longer than expected. Probably another week before release. There are also some design decisions which I can't decide on (especially regarding zone spawn positions and other rules), so I'll release it like it is for now and factor in these design changes in another update.

Along with the themes above, there are now 4 mission sizes:

S = small 24 players (12v12) - 5 missions

M = medium 48 players (24v24) - 4 missions

L = large 56 players (28v28) - 4 missions

H = huge 70 players (35v35) - 2 missions (might try to reduce these in size in future)

The recommended minimum players for each size is usually just under half of the maximum.

SummaryMaps.jpg

@zGuba:

Like I said above, we only play using the latest patch anyway. It's obvious the PvP peak period from last year is well past now, but this release serves several purposes anyway:

  • preparation for a suitable PvP game mode for ArmA 2 from initial release, rather than having to wait 1.5 years
  • attempt to revitalise the PvP scene, without a dependency on AI
  • move away from the simplistic unstructured fast-paced DM, CTF & Hold style game modes and encourage teamwork and structured game play at a moderate pace with purposeful defense, attack and at least some tactical planning and resource management.

Edited by Dr_Eyeball
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Final update before release

Good news. This large project is finally finished.

It's now being tested and tweaked, so the mission pack should be released very soon (probably in a couple days) or at least a beta in the meantime.

What's new? To get you familiar with changes to the norm.

Bunkers

  • Can only be deployed from an Ammo truck (classified as a "Supply" truck)
  • Can be packed up and loaded back onto vehicle for transport to another site
  • Limit of 3 per side
  • Cannot be deployed within 200m of another bunker and not within a zone
  • Provides spawn point
  • Provides Armaments dialog & field dressings
  • Can now be destroyed by enemy with a few heavy hits or satchels. (Catches fire, then becomes ruins.)

th_DeployBunker.jpg (See Image)

Ammo Store (bases)

  • bases now use a concrete Ammo Store bunker building for weapons
  • So you generally won't find base crates anymore unless your base is in a remote urban environment (eg: forest)

th_AmmoStore.jpg (See Image)

Armaments dialog & other dialogs

  • seen earlier, still working on color schemes (popup menus, respawn and armaments dialog will look a lot different)
  • Armaments dialog will now also serve as a ammo resupply dialog, if no crates are present

th_PopupMenuExample.jpg (See Armaments image, Popup menu sample image)

Ladders

  • Southern Sahrani (desert) towns will now have ladders on most common 2-4 story buildings (automatically via script)
  • 4 story buildings now have ladders above head height. Use 'Reach for Ladder' action menu option to use it. (See image 2 below, for example)
  • This changes the normal CQB scenario from purely 2D ground based combat to also include roof-to-ground and roof-to-roof combat.
  • This proved a particularly beneficial solution for the small "Town" missions, which were otherwise hindered by the close zone proximities.

th_BuildingsWithLadders.jpgth_ReachLadder.jpg (See Buildings Image 1, Reach for ladder Image 2)

Other

  • Many, many other minor things added or enhanced, but too detailed to mention. You'll discover them as you play.

Edited by Dr_Eyeball
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I think this looks great. ArmA is a better game for what PR wanted to do IMO. The only problem I see is clunky movement, which'll put off some PR fans who are used to BF2's fast and responsive movement.

I'll try this one out ASAP. Is there a thread in PR forums about this one?

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The Devastation v1.0 mission pack has now been released.

See first post for download links (~22mb). Note: It requires ArmA version 1.09 or later.

If any critical problems are found, a hot fix will be released within a day or so. Please report them.

Otherwise a tweaked update will be released in about 1 week (covering: game rules, vehicle balancing, zone placements, object placements, etc).

Note: The recommended minimum players for each mission is usually just under half of its maximum.

The recommended missions to try out are the ones on Northern Sahrani.

(optional reading...)

What's new? In addition to previous posts, the following is new:

  • Weapon limits via the Armaments dialog are dynamic (so the total weapon kits available to your team vary as more players join.) Vehicle availability will also be dynamically controlled in future.
  • Zone spawning has been removed
    (you may enable it via the MP Setup screen using param 2 (called "ZoneSpawn") as Yes/No, but this will likely be removed in next release.
  • The score HUD has been removed from the right side of the screen and summerised into the mini score box at the top of the screen.
    It's contents vary based on your position relative to zones.
  • The bunkers now require 2 players to construct.
  • Fuel trucks now deploy usable fuel barrels.

(optional reading...)

Battlefront concept:

The game-mode uses a battlefront concept which is what makes it work so well and eliminates traditional forward spawning problems.

The front line concept is achieved in 2 main ways:

  • Use of AASv2 to determine the order of grouped zones to capture
  • Use of mobile respawn vehicles and deployable respawn bunkers, which get moved forward as you progress or back as you lose ground.

Benefits and problems solved by using this concept:

  • Forces the team to control and decide where the battlefront should exist and requires a team effort to maintain this
  • Allows you to push the enemy frontline back by locating and destroying their respawn assets (bunkers, MRV's)
  • Solves the problem of the enemy magically spawning behind you inside an objective area (zone)

(optional reading...)

New player starting tips: - tactics & logistics intro

Admins, start server mission in veteran mode where possible.

  • firstly, slow down - this is not a fast paced game mode
  • Use the Configuration popup menu and adjust the top 4 items to suit: HUD, hide helper markers, use backpack, set view distance.
  • Grab your gear using the Armaments action menu on the Ammo Store
    In some advanced missions (SAvL & AvA), airlifting and choppers are a fundamental requirement.
  • airlifting: Allocate a player to airlift all of the mobile respawn vehicles and ammo trucks to a secure location on the mainland for use by others to take over later
  • transport: allocate a player to perform chopper transport between zones
  • AA defense: position your Anti-air Shilka's to combat incoming choppers
    All missions:
  • MRV: allocate players to drive the mobile respawn vehicles to a secure locations in the field near the frontline to benefit infantry spawning
  • MRV: do not bring your mobile respawn vehicle into a zone - while in the zone, it will render it unusable for respawning
  • Ammo truck: allocate 2 players to drive each ammo truck and deploy bunkers in the field near the frontline
  • squads: join squads via Team Status dialog, to assist with information sharing of spotting and coordinating common objectives and actions. Being in a group is/will be a requirement for certain equipment and actions.
  • leaders: Issue orders via the Group Orders popup menu, to coordinate your squad
  • team: assign defense teams for protecting held zones
  • team: assign attack teams for capturing new zones
  • perform regular spotting to report enemy via the Spotting popup menu
  • supplies: deploy vehicle assets, like crates, etc as you capture zones
  • boats: tip: utilise the boats for quick zone captures either early on or later in the match

@Rakgitarmen:

Good idea. Once this game mode is considered complete, stablised and balanced, it could be worth informing the PR fans. Still a bit of work to do on it before then. It's obvious PR tries to emulate OFP/ArmA in many ways. The scary thing is where it has exceeded ArmA's capabilities - mainly regarding vehicles and physics.

Edited by Dr_Eyeball
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Great work Eyeball. I've just checked it out for the first time, and it really gives the PR feeling smile_o.gif

I'm currently trying to get a public dedicated up (Insomnis Armed Rambos III), and will be running Devastation.

EDIT: Is it possible to spawn on team leader? I think this feature recently got removed from PR, but IMO would be a good feature for bigger maps.

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Mission pack just installed on my pingZero2 dedicated smile_o.gif

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Great work Dr_Eyeball !

I set up a public dedicated server "Viper's Battleground" running Devastion only.

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I had a big smile in my face while airlifting a ammo truck with a mh6 wink_o.gif

Maybe airlifting heavy vehicles should only be possible with blackhawks. It just feels more reasonable. Also only pilots should be able to fly the choppers.

Btw. i really love the way how airlifting is implemented.

Lower the cable, hover in position over the vehicle while watching the monitoring screen, take the time to attach and fly to the destination (but beware of flying to fast and therefor loosing your cargo whistle.gif ).

Just great and imho much more impressive than the airlifting thing done for the Domination map for example.

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Devastation version 1.1 has been released.

See first post for download links.

The mission file names use version numbering, so they can be added to a dedicated server without the need to shutdown and remove the previous files first.

This update is mainly for bug fixes and minor improvements.

Main fixes/improvements changelog 1.1:

  • Fixed/improved international ArmA game support. (Thanks Pupsnase for the bug notifications.)
    • Mission names were blank for non-English servers. (stringtable.csv issue - corrected BIKI)
    • Team Status dialog had blank text for non-English servers. (stringtable.csv issue)
    • Added German Team Status dialog stringtable.csv entries. (Thanks Schwab for providing the translations.)

    [*]Bug: End game would flash scores quickly, then take 6 minutes to end. Code was missing in all but 1 mission.

    [*]Bug: Ensure that a large dark blue transparent box doesn't appear during game after asset deployment. Should only appear at end of match showing final scores.

    [*]Improved: HUD scores updated to always show team scores, even when inside zone.

    [*]Improved: You can no longer build a bunker on a steep slope nor in water under a bridge.

Minor fixes changelog 1.1:

  • Readme.txt updated for 1.1. (Forgot for v1.0)
  • Minor: Loading MG back onto truck while mounted, resulted in a teleport to [0,0]
  • Bug: Fixed Team Status dialog lack of info bug
  • Updated: Team Status dialog colour scheme
  • Minor: Armaments dialog was removing valid bullets items when switching to a new kit with matching items.
  • Added: bunker construction particle effects simulating dust.
  • Added: audible incoming missile warning
  • Added: field dressings image
  • Minor: Allow deployment into Mobile Respawn Vehicles located in base. Previous version allowed it, then failed.
  • Bug: Fixed update of other squads waypoint lines.
  • Changed: Airlifting cargo option is now limited to heavy transport choppers

Responses:

@Rakgitarmen:

I am very hesitant on adding 'respawn on leader' ability. I already tried that in a previous co-op mission with the same respawn dialog, but it just felt wrong.

I'm still considering something similar to PR's squad Rally Point rucksacks, perhaps using tents instead. Perhaps limits to where that can be deployed to stop over-use of it.

So for now, use the mobile respawn vehicles and bunkers until another concept is designed.

@Pupsnase:

Thanks for the recent bug reports and suggestions. I would never have checked some of those international issues. They should all be addressed now.

Edited by Dr_Eyeball
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