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AAS_Missions / Infantry only / Small Urban Map. Feedbacks?

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Hello guys,

I was really tired seeing only large scaled AAS on ArmA II. So....

I did two small scaled AAS in Urban environment.

Could I have some feedback on my first two missions?

I had Red Orchestra in mind when i designed it.

A big thanks to Sbsmac who made the PvP Scriptpack.

Thank you guys.

You can find my two missions here:

http://rapidshare.de/files/48324255/AAS_missions.7z.html (klik on "free" at the bottom of the page to access it)

Or there at ARMAHOLIC :

http://www.armaholic.com/page.php?id=7399

Edited by RoME

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Awesome - I've been hoping for some small-scale CH/AAS maps to try out. These are definitely going on the SBS server for a tryout :yay: Should be able to give you some feedback in the next few days.

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Care to explain briefly how the AAS based on the sbsmac PvP script pack is different

to the one made by CoolBox. Cheers!

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Sbsmac: can you tell me how to change ammo in ammoboxes? i dont want any nade or HE round in it for a NoSPamNade purpose. Well... maybe i leave the HE round.

Kju: Pvp script pack allow you to design any type of mission you want. Check it. Soo the difference is your design only i guess...

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I haven't looked closely at coolbox's implementation but here are some of the things that I can think are likely...

Coolbox: better GUI - much more fine-tuned to AAS, progressive respawn, temporal 'armour' on respawn

script-pack: Less polished GUI, more flexibility to mix &match objective types perhaps? (destroy & hold objectives, hostages and escort coming in V2.03 are all allowable objective types within the AAS framework), optional features such as minefields, noflyzones, spectator script (2.03), ability to limit respawns per player or team (2.03) etc etc. No progressive respawn (yet).

I've probably been a bit unfair on then Coolbox feature-list, not being familiar with it - I suspect it is a highly refined version of one particular persons vision of AAS whereas the AAS within the scriptpack allows you to try out a variety of variations on the theme.

---------- Post added at 08:26 PM ---------- Previous post was at 08:23 PM ----------

RoME - Assuming you are using the 'guns' markers you should get ammo crates that only include guns and no grenades. If you want to allow grenadelaunchers set CTF_allowGrenadeLaunchers=true in the config file.

---------- Post added at 08:35 PM ---------- Previous post was at 08:26 PM ----------

Just a thought but I noticed you had shipped these as raw folders - you might want to create pbos for people to dump straight to their servers.

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Thanks mate. It was more about this concrete version RoMe made. :)

Ive seen all your videos and read parts of the docu and updates.

Roughly familiar whats in there.

So again it was more about the design goals for this one.

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@Kju: Ok then. i get it.

Well in the Coolbox AAS, you have usually several town to conquer.

In my AAS, it is in one town only that the fight takes place. There is key area of the town, say Warehouse, Courtyard, Chruch, etc.., that you have to conquer in order to win. So the fight is on a very smaller scale. Oh , and there is no armored units. Only Infantry. Good use of CQB tactics is needed. :)

@smsmac: i first wanted some feedback because these missions are not really finished yet, i still need to decide what weaponry and ammunitions to make available.. I didnt thought it would go on armaholic so quickly........

Edited by RoME

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cheers. i guess we will give it a go on sunday

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Hi All!

The CoolBox-AAS-Packagae delivers seven Templates to build your own Missions from which is very easy. I built small missions from it like "Battle for Krasnostav" for example. So people all have the same HUD and at least the same fundamentals in AAS, so there is no need to reinvent AAS from ground. Of course missions based on these Templates can be also part of the next release and will always be updated automatically with the latest features and implementations for AAS by Coolbox.

I don´t want to be rude or something, please don´t get me wrong. Just wanted to say that in case you didn´t know. The templates are part of the AAS-Mission-Pack (AAS50T_)-> http://www.sbs.org.uk/wiki/index.php?title=Download_Map_Pack . You only have to rearrange the perimeters and put additional stuff on in it as you like.

I would recommend to put all skills together in the one project we already have instead if splitting up the small community with the basic decision wheter implementation they like more, only for having smaller maps.

Bye

Toaster

Edited by BCA Cat Toaster

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Toaster - also not trying to be rude but I think you have missed the point of the scriptpack :) I have nothing but praise for Coolbox's AAS package - if that's the kind of AAS you want to play then of course it's better to use that template. On the other hand if you, as a mission maker, want to try some variations on the theme then I believe that the scriptpack offers more flexibility (which is, after all, one of its design goals).

I would recommend to put all skills together in the one project we already have instead if splitting up the small community with the basic decision wheter implementation they like more, only for having smaller maps.

There are plenty of different implentations of CTF, DM, C&H, Co-op: people don't seem to have a problem moving from to the next. :-) My own view is that more variety means more chance of someone coming up with the next Berzerk or Domination.

Anyway, back on topic....

I haven't played the maps yet but had a quick look in the editor.

Stary Sobor looks very nice - I take it the decision not to use spawn-protectoin was deliberate ?

Urban Combat may be justa little too small - likely to play more like a DM I suspect but will give it a try with a few players tonight if possible.

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Perhaps some of your scripts are already part of CB-AAS anyway, i don´t know. ;-) I know what you´re doing is great and of course i like small infantry-based maps too, like RoME.

The main thing for me really is, if it´s just about map-sizes in AAS and you want to keep everything else it´s the easiest way to use the provided templates, even for completely unexperienced people like me with no knowledge of scripting, all you have to do is relocating and adding stuff with the editor, save and compile and provide it to us. Just focus on the creative part. And of course the advantage of keeping those maps (script-wise) always up-to-date by CB as a part of the mission-pack. All of the missions in the pack were made this way and there all quite different made by six different designers. I think many people just don´t know that it can be that simple.

And if someone wants a great new feature, maybe from your Scripts Mac, it would be nice to let us know, perhaps we want them for all those template-users like us also. ;-)

Just wanted to say that CB-AAS is no "OneWay", we are open for any feedback and that there is an easy way to add your own AAS-Missions to the current system if you like to. Of course everyone is free to do whatever he likes. I´m just trying to canalize things a bit.

BTW: There are already smaller maps (aas50S_*) in the pack (maybe some are not small enough, i would agree but also many hosts just don´t choose to host them) and there are more to come in the next release and of course if would be nice to have those just made by RoME also in it.

Edited by BCA Cat Toaster
spelling....

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@sbsmac:

Really urban Combat was just one of your template i modified a bit to practice with pvp. My first real mission is Stary sobor so im glad you like it^^.

The spawn protection was a bit unclear to me. I understand it stop any enemy from going in enemy spawn. But when i shoot enemy in their spawn from far it doesnt do a thing. I kill them all. :( . Plus when i approache enemy spawn they would fire on me and suddenly BBOom, they would explode O_o . I decided not use it. What would be great would be simple Invulnerability when you just spawn for say 10/15sec.

P.S: What do i pbo ? The folder (say AAS_starysobor.chernarus?) or just the sqm mission. i m really new to that you know :) .

Oh and one last thing, i would like to be more precise with what is in the Guns ammocrate (guns marker). I would like smoke but no grenade, and only Opfor weapon in one ammocrate and only US weapon in an other one. How do i do that?

@BCA Cat toaster: I dont understand. It doesnt split the community at all. More mission for everyone. No? As i have NO idea how to code things or script or ANYTHING, the pvp script pack is really handy for me. Why should i use something surely a bit more complicated when i can use PVPscriptpack and make an AAS mission in 30 min focusing on what really matters, level design. I am sorry i dont understand.

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He was basically suggesting that CoolBox, SBSMac and other scripters work together to

save double effort and share experience and knowledge.

There should be still the different approaches for gameplay and end user modification.

Just backend cooperation from what I understand.

Not easy yet the way to go for the future I hope as well. :)

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Sorry, i don´t really know how i could me more precise but i keep trying. It´s not easy for me to find the right for words, my english isn´t the best. There is nothing wrong with what you did RoME, i really like smaller maps! And there´s nothing wrong with the Scripts of SBSMAC, i´ve no knowledge of scripty, i´m not judging.

I just wanted say that there is no need to use different scripts than those supplied with the AAS-Pack if you´re only interested in making smaller missions based on the current AAS-System. For example if you take the "AAS50_Chernarus.Template.pbo" (or those ZZZ-ones) and relocate the stuff in there, add new things and save it under a new name, we could easily integrate that in the "CoolBox-AAS-Pack". We just need "mission.sqm, mapname.hpp and the initSAAS.sqf" from a creation. All the scripts will be updated automatically with each new release of the pack and every host downloading this pack has your maps based on the latest AAS-Scripts.

Just wanted to tell that this option exits for those who are interested in using it. It´s just an option. I´m sorry for any Inconvenience that may has caused.

Bye

Toaster

Edited by BCA Cat Toaster

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aaah ok, i understand now. But im a bit afraid that AAS coolbox is a bit more complicated to handle than pvpscriptpack. I will have a look in the template you mentionned though..

on an other topic, why isnt ther ANY small AAS on the multiplayer?

And why o why did armaholic named my mission pack the

''ASS Rome pack''? yes they did.......... ----> http://www.armaholic.com/page.php?id=7399 funny?

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>I just wanted say that there is no need to use different scripts than those supplied with the AAS-Pack if you´re only interested in making smaller missions based on the current AAS-System

Agreed - I hope it didn't come across as an argument. At the end of the day I think we all have the same goal which is to see a healthier PVP community. :)

The spawn protection was a bit unclear to me. I understand it stop any enemy from going in enemy spawn. But when i shoot enemy in their spawn from far it doesnt do a thing. I kill them all. . Plus when i approache enemy spawn they would fire on me and suddenly BBOom, they would explode O_o . I decided not use it. What would be great would be simple Invulnerability when you just spawn for say 10/15sec.

You are seeing those effects because you are testing with AI in single-player and the spawn-protection zones only work for human players. If, as human you are killed illegally (from a player shooting across the spawn boundary) you will be resurrected. Also, human players will be killed for entering the opposing spawn protection zone. Believe me, it works fine in MP :) The limited invulnerability is another interesting idea I will look at adding.

P.S: What do i pbo ? The folder (say AAS_starysobor.chernarus?) or just the sqm mission. i m really new to that you know .

There is a little bit about this in the manual but the easiest way to do it really is with the Eliteness tool (http://dev-heaven.net/attachments/download/2409/Eliteness2.52.rar for the tool and http://dev-heaven.net/attachments/download/2410/DePbo2.41.rar for the associated DLL). Then you just clikck on the mission folder (AAS_starySobor.chenarus) and pbo that.

Oh and one last thing, i would like to be more precise with what is in the Guns ammocrate (guns marker). I would like smoke but no grenade, and only Opfor weapon in one ammocrate and only US weapon in an other one. How do i do that?

Sorry - it's not supported quite yet but on the todo list :)

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Oh one more thing Rome.... a nice alternative to the spawn-protections zones is to use 'guard' markers to place invulnerable AI around your spawn zone. The AI will then keep any nasty spawn-campers away :)

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At the end of the day I think we all have the same goal which is to see a healthier PVP community.

That´s the point sbsmac! Of course there´s plenty of room for discussion in all directions how to reach that, but that´s why we are all here.

@RoME

Well, the cool thing is, that you don´t have to handle any scripts at all if you use the Templates. The attempt CoolBox made in his AAS-Implementation is to split the creative part of designing a mission from the "AAS-Engine-Part" editing Scripts. I like that very much, because i´ve little knowlegde about scripting but i´m still able to provide missions for the project. So it´s no problem to build a mission based on a r224 Template, we just need the three files i mentioned before and can bring it up to every version desired like r254 within seconds. The implementation of the Script-Part is very much up Coolbox only, to get a decent standard in AAS. There is also a new "RuleSet-System" so that hosts can define different settings for their own to remain flexible. That said Coolbox is of course inspired by the work of sbsmac, kegetys, kju and many more and of course from all the feedback from the community.

Edited by BCA Cat Toaster

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There is one thing i dont like in coolbox AAS. It is how you see your teammates name on the screen. And how the GUI tells you how many people there is on the objective. Is it removable?

The rest is splendid, but i dont understand anything if i want to implement vehicule respawn, minefield etcetc..

The one and only thing pvpsciptpack needs is a way to make the respawn change place as you conquer objectives. ill post that in the good topic btw.

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Showing Friendly Tags or not is a serverside option. That can be deactivated like 3rd-Person-View or Crosshair, that´s up to the host now. Removing the Information how many people are in each zone might be an option for the "Hardcore Ruleset" but it´s an AAS-Basic and i don´t think it will be disappear in default settings. For such feature-requests and further discussions about CoolBox-AAS i recommend using our space over at dev-heaven -> http://dev-heaven.net/projects/activity/coolbox-aas

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