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mooarchanox

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  1. mooarchanox

    [MP][CTI-COOP] Liberation (beta)

    I am trying to use VCOM AI (script ver.) in this mission, and I am having trouble with the Captured AI that keeps freezing. Currently, I put "_unit setVariable ["NOAI",1,false];" in the "prisonner_ai.sqf", but the freezing still there. Is there any suggestion on how to solve this?
  2. so ... this is just another server+mission promoting. shouldn't it be better to state that clearly in the post? just my opinion, but first post also leads me to the "where is the mission file?" question too, not the "where is the server?".
  3. sure, take your time thinking about it those are big features to work with. for now, keep up the polishing :-)
  4. well, I haven't encounter any major problem so far, there are some minor glitches (which is expected in this kind of random mission) like 2 trucks can be expanding in the same sector. side objectives stuck in the terrains, objects. Though, if you are looking for something to put/change. here are some input from me. ~ add a small chance for sectors to call in reinforcements, by paradrops, heli transports, or truck transport, with or without escort, when engaged by player to make each firefight less predictable. ~ make all airport red by default, if players want to use Air, they have to work for it. ~ add something similar to airport, but for heavy armoured vehicles (tanks). so by default, player can only call in light armoured vehicles, until that area is captured. maybe a factory or military base. ~ add the intel system. for example, enemy soldiers can drop the intel item for players to collect in order to get certain types of side objective likes destroying hangars, fuel tanks, rescue POW, eliminate HVT, etc. instead of having those appeared at random by default. (something likes "you won't know about it until you have intel on target.") ~ a mobile hq would be interesting. changing it to huron/military truck with deploy action to switch between mobile/static base. if it is destroyed, set some penalty, maybe disable deployment menu, and forced to spawn in the field at random location until the mobile hq is respawn.
  5. love the new slider looks, and how the unit tag button works now. :-)
  6. I'm trying the update, nice work! here is what I think so far: ~ I saw that you add new view distance parameter, and notice that you use the word "MAX". so I assume that I should be able to change it mid-mission but cannot go over the parameter? how can I change it, or it is coming later ? ~ the new marker is nice, make it looks better in the map :-) as well as the hint for earplug. ~ can you explain a little more on what have you done with the "patrol in building - slow mode"? so I can tell that it is working or not? ~ The unit tag para, and enemy tag button are ... bugged? I turn off the parameter, but I still see the name tag over my head, and enemy, unless I use the button. will let you know if there is something else =) keep up the good work !
  7. nice improvement so far, here are some feedbacks ;-) ~ the view distance parameter is a nice addition. It would be better to put it into 3 parameters, on foot / driver / pilot, and in my opinion, the lobby view distance should be the maximum value instead, then allow each player to change them on the fly for themselves within the lobby limit. (not everyone has very good PC) There is no need to force on all since this is not a PvP mission. ~ the side mission markers might needed some differences. different markers for different types of mission would be better. ~ earplugs need some notification (hint on/off), or may be displayed on hud that it is on/off. dynamic roll menu would do too (Put on Earplugs / Remove Earplugs). ~ adding garrisons AI would made clearing town sectors more interesting. Not just empty buildings for players to take cover in. ~ Air Drop could use some kind of broadcasting to all players, maybe displaying in command channel etc. (dropping what at which sector) ~ add a parameter to turn the enemy nametag off would be nice. keep the improvement coming ;) you are doing a great work.
  8. maybe you should attach a simple changelog for each release, so we know what to look for ;-)
  9. the damage to tanks is not a bug, it is how the game designed for vehicles, not just tanks. that is why you can knock helis from airs (killed the pilots), kill the driver/gunner of vehicles with bullets/gl. the whole thing won't go down in 1 hit unless are taken down by sufficient firepowers. anyway, amazing mission so far, code34. here is something to report: ~ the inventory management doesn't load the binoc slot upon respawned. I looked at the code, it doesn't seem to recognize that? Isn't there the getUnitLoadout / setUnitLoadout fnc that do the same thing? or is it not working for your coding? ~ the deploy on friend doesn't behave very well (imo). you can't deploy that way when enemy is too close to your friend, right? so instead of stopping me from deployment. it paradrops me right into the fire. Is it working as intended? shouldn't it stopped me, and let me pick when friend is not available? or this is just a bug from my side? if I find something more, I will let you know. (I'm currently trying to edit your mission to my group's liking ... can't get it right without breaking things. only got a few things working so far.)
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