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MP Seize zones (Test version)

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THIS MISSION IS A TEST STAGE.

Seize_zones[Kamenyy] v1.5beta (SP) is this base.

*Arma2 patch 1.03

You will learn basic manners of this mission with some videos.

How to construct a tent

How to reinforce

How to advance combat (The first stage)

Please look at this thread about details of this mission (SP).

http://forums.bistudio.com/showthread.php?t=77856

:(The problem is in the capture function. There is a problem also in JIP in the host and play. It will investigate one of these days.

NEW DUTY 1: CAPTURE OF ENEMY PLAYER

This duty is given to the hostility side of the selection side of the server.

- Your side wins if the captive reaches a regulated number.

- Select the FR unit if you want to accomplish this duty. (Number of maximum slots: 3)

NEW DUTY 2: CAPTIVE'S RESCUE

This duty is given to the server selection side.

- The FR unit cannot be used.

Process of capture

1) Capture succeeds if the FR team leader approaches a regulated distance of the enemy player.

2) The captured player returns to the base by the warp.

3) Dummy AI of the captured player belongs to the FR team group.

Process of rescue

1) The rescue succeeds if the leader approaches a regulated distance of the captive.

Condition that captive count decreases

1) The captive dies.

2) The captive is rescued.

- When the captive before it rescues it is friendly killed, the count remains.

Tips for capture

The player comes to the occupied house. You predict the route and can ambush them.

Tips of rescue

The search operation that uses AI is effective. The use of UAV will be examined in the future.

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MISSION TYPE

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Coop and PvP

- Number of maximum players 16 + 3

- Number of minimum players 1 (same SP)

Only the leader on the side selected by the server can do various requests.

All players on this side belong to one group.

The hostility side soldier on the server selection side doesn't have the option.

Only the FR team leader can request some.

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ADMIN OPTIONS

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- Selection of side that can be requested. (USMC or RAF)

- Mission start time

* The FR team on the server selection side cannot use it.

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KNOWN PROBLEM

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- Markers are seen on both sides.

- The commander map can order only the movement.

- Omission of all AI chats (The situation is shown with the action dialog and the marker)

*The development test is one PC. Play with two or more players is unknown. Please report on the problem.

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

FEATURES and RELEASE

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

Test version V1.5

- Added: Duty that is appropriate for MP

Test version V1.1

- Added: you can host and play

Test version V1.0

- initial release

About Difficulty

This mission recommends play with veteran mode or expert mode.

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FORTRESS (new to SP V1.3)

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The tanks and the soldiers are disposed to the fortress.

The possibility that the enemy can destroy the supplying point is extremely low.

Process

1) Construct the tent.

2) Secure the regulated time state.

3) The fortress is completed at the position of the tent.

4) Dispatching soldiers from the fortress begins.

* The fortress doesn't function when destroyed.(Construct it from the tent again)

* The enemy is also the same.

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REBUILDING OUTPOST (new to SP V1.2)

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After enemy's outpost is neutralized, player can request to rebuild the outpost.

If the player requests a lot of rebuilding, victory will be obtained.

Process

1) neutralization of enemy outpost

2) Player goes to the ruins.

3) Select "Rebuilding this outpost" in action menu.

4) Soldiers are sent for rebuilding.

* When the regulation time is passed, the enemy rebuilds it.

* Ruins are marks of the map. (Actual ruins are not seen)

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SEIZE ZONES

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The enemy seizes the building of neutral zone and tries the suppression of the entire area.

You construct the bunker at an effective position, prevent the enemy's advancement, and exclude the enemy who invaded the building.

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WIN CONDITION

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- Seize all bunkers of enemy side.

- Exclude all enemies who seize the buildings.

- Exclude all enemy outposts.

* This condition is effective for the server selected side.

- The captive of the enemy player reached a regulated number.

* This condition is effective for the hostility side of server selected side.

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LOSE CONDITION

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- When some buildings are seized at the same time by the enemy.

- When some outposts are constructed at the same time by the enemy.

- The captive reached a regulated number.

* This condition is effective for the server selected side.

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HOW TO SEIZE

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1) You invade enemy bunker.

2) Securing the bunker is completed.

3) If the soldier who defends the bunker arrives, the bunker is under our control.

*The marker of the bunker is changed into a solid color in map.

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REQUEST BY ACTION MENU

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The menu is given according to the situation.

1) Actions dialog: A lot of requests can be able to be done here, and to know the condition necessary for the request.

2) Construction of bunker: The bunker can be freely constructed at the position of vantage.

3) Request of rebuilding outpost: The outpost is rebuilt to enemy's ruins.

4) Deactivation of BOMB: The bomb that the enemy set to the building can be released.

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DETAILS IN BUNKER

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A new bunker can't be constructed until latest bunker is under our control.

Defense of bunker

Soldiers go to defend when constructed. If the soldiers arrive it, the bunker is under our control.

Enemy attack

If the bunker is constructed in a white marker zone on the enemy side, the enemy tries its seizure.

Recapture

When our bunker is seized by the enemy, the team for the recapture is dispatched.

Seizure

If you seize enemy bunker, some soldiers are dispatched to the defense. If the soldiers arrive it, the bunker is under our control.

Ammunition supply in bunker

The defense of the bunker breaks when ammunition is insufficient. It is dispatched soldiers when the defense breaks,

and if it arrives, the reinforcement force supplies ammunition to the survivor.

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COMMANDER MAP

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When the air assault force arrives, it is possible to call from the action menu. The operation is selection and click with the mouse.

It explains in detail with image file (commander_map_guide.gif).

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ADDON LIST

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There is not request of add-ons

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CREDITS & THANKS

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- BIS/BIA for their great simulators.

- Trench Generator / Script generator by Benoist

- All add-on authors

Download (2MB/ZIP)

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

Thanks

Edited by stiff
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Mission update!

Test version V1.1

- Added: you can host and play :)

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Mission update!

Test version V1.5

The duty that was able to be enjoyed with MP was added. :D

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Great mission, but still damn buggy! ;)

Ive collected a few issues from our tests on a dedicated (v1.5):

- OPFER leader has no teammates and so he cant build bunkers

- IFV on Blue is bugged - you cant control the vehicle with your teammates (seems its a locality problem - do you spawn the IFV on server or client side?)

- respawn should be switched to the tent/fortress after its build

- the random leader selection is quite annoying. a pal got leader and then he left and there was no way to get the leader back to access the action menu

- the reinforcements for empty bunkers spawned too slow so most bunkers have been empty and not much reinforcements have been on the way

- The OPFER could see all my group markers on the map

Great work! Im really looking forward for an update!

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Great mission, but still damn buggy! ;)

Ive collected a few issues from our tests on a dedicated (v1.5):

Thank you Zothen!

Your information helps me very much.

I can try for the correction and the improvement. :)

- OPFER leader has no teammates and so he cant build bunkers

In the current version, Anything cannot be requested on the hostility side on the side selected with the server. There is not grouping either. (The bunker cannot be constructed)

The capture duty of the enemy player is given to the hostility side. However, it doesn't function correctly. :(

*Only when FR soldier's slot is selected, this duty is effective. There is no AI.

- IFV on Blue is bugged - you cant control the vehicle with your teammates (seems its a locality problem - do you spawn the IFV on server or client side?)

IFV is a server side. It tries to respawn IFV in leader's local.

- respawn should be switched to the tent/fortress after its build
I think that it is good.
- the random leader selection is quite annoying. a pal got leader and then he left and there was no way to get the leader back to access the action menu
It might be good to enable the transfer of the leader authority.

Or, the leader authority is fixed to team leader's slot.

- the reinforcements for empty bunkers spawned too slow so most bunkers have been empty and not much reinforcements have been on the way
I examine it.
- The OPFER could see all my group markers on the map
How to handle the marker has not been decided still.

thanks

Edited by stiff
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In the current version, Anything cannot be requested on the hostility side on the side selected with the server. There is not grouping either. (The bunker cannot be constructed)

The capture duty of the enemy player is given to the hostility side. However, it doesn't function correctly. :(

*Only when FR soldier's slot is selected, this duty is effective. There is no AI.

I think that different goal is a nice idea, but it needs more balancing. Bluefor seems to be a too strong opponent, but I need a few more tests on this.

Also I would really love to see a possebility to switch between this duty and a gamemode where both sides have the options bluefor currently has for an equal pvp. This mission just screams for an option to play bunkerwars against others. =)

Regarding the leader role I think a transfer option is always helpful. And an option to become leader in case no leader is selected. Thats always good for public servers e.g. when the leader left.

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Did another test on my client server and the AI groups spawned fine. But I had a glitch with a defense group that wasnt moving towards the bunker ive set up.

For maybe 5mins they just moved a few meters back and forth behind the tent (but nothing was blocking them). I decided to kill the group and hoped for a new group to spawn which didnt happen. So I was stuck and couldnt build any new bunkers. There should be a check on the death of a def group so a new one spawns.

Another problem Ive found was with an AA outpost. Im not sure if they should man the AA with AI but one outpost manned the AA and one didnt. Ive put one of my AIs into that free AA and when the outpost was destroyed by an air attack my man did not die, but was underground (guess still on the sunken static AA?). When I gave him a new waypoint he should up on ground fine and moved on. He should be dead, shouldnt he?

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Did another test on my client server and the AI groups spawned fine. But I had a glitch with a defense group that wasnt moving towards the bunker ive set up.

For maybe 5mins they just moved a few meters back and forth behind the tent (but nothing was blocking them). I decided to kill the group and hoped for a new group to spawn which didnt happen. So I was stuck and couldnt build any new bunkers. There should be a check on the death of a def group so a new one spawns.

I am predictable of the cause of this problem. I will be able to correct this.

Another problem Ive found was with an AA outpost. Im not sure if they should man the AA with AI but one outpost manned the AA and one didnt. Ive put one of my AIs into that free AA and when the outpost was destroyed by an air attack my man did not die, but was underground (guess still on the sunken static AA?). When I gave him a new waypoint he should up on ground fine and moved on. He should be dead, shouldnt he?

Cause 1) The management of the outpost doesn't work correctly in other group members. (like player group)

Cause 2) The action to which the member of the outpost is decided is not done.

I think this combined problem of two points. This will be able to be corrected.

Thank you Zothen for the valuable information.

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I had problems with the construction of the outposts. Seems that the outposts are accepted but not build on the dedicated server. But it works fine when I run the game on a client server.

The IFV APC works fine - guess the problem was that I was confused and havent noticed that Ive lost leadership after dying when playing with a pal.

Not that I want to push you, stiff... but I have to... Im really keen to know if youre working on an updated version for MP!?

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I had problems with the construction of the outposts. Seems that the outposts are accepted but not build on the dedicated server. But it works fine when I run the game on a client server.

The IFV APC works fine - guess the problem was that I was confused and havent noticed that Ive lost leadership after dying when playing with a pal.

Not that I want to push you, stiff... but I have to... Im really keen to know if youre working on an updated version for MP!?

Hi Zothen!

My To Do Lists was occupied by the hostility work. :(

The update work of all missions stops for a while.

All problems that you reported will be solved by updating the next MP version. ;)

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