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NeoArmageddon

AT Serialkiller 2009

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Mission by NeoArmageddon and Mondkalb

Version.: 0.99d Beta

What is Serialkiller?

Serialkiller is a mission/gamemode. There are one or two killer, up to 26 policemen and up to 260 civilians controlled by AI.

The killer's task is to kill all civilians. The cops have to stop them and get them into custody.

If the killers proceed in their task to wipe the civilians out, the police gets stronger equipment (weapons, cars and even choppers).

Features

-2 killers with random spawns

-26 cops and 5 policestations

-260 civilians (some in each city/village)

-Civilian traffic

-Vehiclespawn for cops

-Unlocking of new vehicles/weapons

-Hostages

-Marker system

-Escape from prison is possible

-Caralerts

-much more

Planned

-Streaming the civilians to increase performance

-Policelights

-Roadbarriers

-Multilanguage stringtable

Version Info

This is a beta! There are still some bugs and we need a lot of player to get a good feedback and bug reports!

Fixed in .96:

-Get stuck in forest after jip

-No cop marker after jip

-Briefing can be enabled with 0-0-3

Changed in .99d

-Fixed: JIP

-Fixed: Multialarm at stolen cars

-Changed: Respawnsystem

-Fixed: Briefing

-Changed: Killermodels (Businessman)

-Added: Booster for Police Vats, Police bike and police UAZ

-Removed: M16 with M203

-Added: Pistolhiding for killer

-Added: Hospitals

-Added: Marker for killer (Cops cant see them)

-Removed: Helispawn in Solnichny

-Added: New Missionparamarray intruduced in newest ArmA2 1.03 Beta (but not supported yet)

-Fixed/Removed: Hostages

-Fixed: Policemarker

-Fixed: In 1.03 intruduced eventhandler "killed" bug solved!!!

-Added: If the killer has no weapons, he will apear as civilian

-Changed: Police weapons

-Removed: Radiocontrol to readd briefing.

Known Bugs

-After a few hours the JIP gets broken (maybe already fixed but not tested)

-Sometimes civilians get a heartattack ^^

Pictures

See Mondkalbs post

Credits

Scripts/mission/framework: NeoArmageddon

Objectplacing/scripts/dialogs: Mondkalb

Betatesting: Scruffy, Freshman, Mr.Murray,

Forces of War (forces-of-war-hq.de)

Screaming-Eagles (Screaming-Eagles.at)

Original idea back in OFP days: Citycobra

Disclaimer

DO NOT modify this mission without permission given by NeoArmageddon and Mondkalb.

Otherwise we'll hunt you down and you'll suffer a long and painful death, or something. (<- Just a joke)

We do not endorse serial killing or murders. If you tend to murder innocent people on a regular basis, or have recently killed innocent people, DO NOT play this mission.This mission cannot be used to simultate real killing sprees. If you think that, you're a simple and plain idiot.

Server

We got a Serialkiller Server up

Name: "Serialkiller 2009 Server [AT]"

Pw: None

Download

Please report all bugs and suggestions here in this thread or write me a PM!

Serialkiller 2009 v.0.99d

Armaholic Mirror

Edited by NeoArmageddon

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To all newsposters:

Please mention me in addition to NeoArmageddon, since I have contributed crucial parts of work to this mission.

And here are the pictures:

Old-School car chase:

skpromo01.th.jpg

Killer at work:

skpromo02b.th.jpg

The prison:

skpromo03.th.jpg

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What the hell is crooks?

Edited by NeoArmageddon

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[Edit] Can a Mod please delete this post? (Pushed the wrong button) Thanks [/Edit]

Edited by NeoArmageddon

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Cool, I like missions like this, good job guys!

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We are currently fixing some bugs. Specialy the double counted kills and the JIP respawn bug. An update will be aviable soon!

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i wanna try it but does it require any mod\addon??

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Ehm... streaming engine? Works pretty well on dedicated. AI is just controlled by waypoints... the scripts that init the waypoints are shut down after creating them. There are just 2-3 scripts running after game initalisation

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Average servers can handle the mission quite good. In CTIs it is just a matter of time until the giant lags start.

Although there are approximately 250 civilians moving around in our mission, everything else is streamed. And if 250 civilians are too much for the server, you can set the "civilian-fillrate" to a lower set, for e.g. to 50% of normal amount.

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Mission updated to 0.99d.

Maybe this will be the last beta before final. We tested it pretty much and their are no major bugs anymore.

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Tnx for the game last time, we did a nice ambush at that church in Grishno :)

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All of the units positions are sent even if you don't see them. Having a lot of units around causes heavy traffic on the server. That's why CTIs lag a lot when they are progressing. More units running around more info to send.

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Jop, but the client is not rendering the units... thats the main reason for lag. And some unit pos, is not much traffic. There are up to 300 units in SK. In CTI (specially CR) you got much more.

And BTW: This map is for dedicated servers! Not for hosting them alone on you 2 GHZ dualcore to kill civilians.

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Sure you have more, but the server is already laggy enough when players start to spread and fight in different locations, activating ai and causing traffic. You shouldn't underestimate traffic. Sometimes it's usefull to differ between necessary traffic where every clients needs it sent and traffic only the server needs to know even if it's only a handful of players, it reduces the load a lot. That's the secret in making a mission for "masses". You have to think about the weakest spot in the network. The clients are the bottleneck. If they can't handle the load there is lag and then desync.

Edited by Enforcer1975

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Have you played the mission?

We tested it many time swith a lot of people. Lag was not a problem!

(And we tested it on many different servers).

If you have had lag, please report it here and say which hardware and arma version do you use.

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Noticable framerate drop like in Warfare, even with grass turned off. In PvP i have double the frames. Might not be the mission though. But it shows how much load the server and clients have with missions with ai.

btw...the original mission wasn't about mass murder. You had to kill 2 people in every town and not the entire town. You might want to try it with one killer first or add the option for one or two killers in a menu.

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is this SP or MP?

AT Serialkiller (2 vs 26)

So MP.

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btw...the original mission wasn't about mass murder. You had to kill 2 people in every town and not the entire town. You might want to try it with one killer first or add the option for one or two killers in a menu.

ArmA/ArmA2 handels more civilians better than OFP... so why not adding 200 civs instead of 20? This brought much more fun to the mission. And there is an option to set the population in every town to 1-3 civs (but just the patch 1.04 will support the new dropdown boxes).

And if you want to play with just one killer, just leave the second slot blank (with no AI) all scripts are designed for one and two killers. The idea of the two killers is from a modified version of the original serialkiller back in ofp.

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I meant you didn't have to kill all civs in a town, just 2 of them. That was the original mission. Adding 20 or 30 per town should not be a problem, is more fun to find the right person to kill that way.

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