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dznemesis

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Everything posted by dznemesis

  1. same problem. that mission is a joke. i mean i completed it (without GPS and compass, by navigating from crash spot). but wheres the fun in that?!!
  2. dznemesis

    Manhatten Bug List

    can anyone tell me how i can "arrest" someone???? there is the task to find this nikolayev in Khelm village. i found him, but he got a pistol and tries to run away, so i shot him in the legs. but there is no option or anything to arrest him??
  3. ok, the idea is simple: i really like slow paced strategy games where not individual units are controlled but whole armies. i think it wouldnt be very difficult to port such gameplay to modern combat armed assault. CURRENT VERSION: Strategymode v0.48 (updated 08.07.2007,16h10) to change the points available for buying troops, search in the \Dialogs\Buydialog.sqf for: currentpoints = 11000 and change this value to your likings to use in SP: copy the .pbo files to missions directory to use in MP: copy the .pbo files to mpmissions directory Multiplayer mode has the possibility to have a Commander and 8 squadleaders which get their troops assigned, additionally the weather and daytime can be chosen Demomissions: are included in download above: - AS_Alcazar: conduct an assault on the enemy - Defend01: defend a village from incoming enemy operation Pictures: some action... Mission successful! easy to implement into your own missions Everything needed gameplay is structured into 3 phases(details below): 1. army(=squad) selection 2. army deployment 3. combat everyone who knows warhammer:dark omen/mark of chaos or the total war games (rome, medieval, shogun) should be familiar with these phases key ingredients: - a commander(maybe vehicle?) has control over multiple (not too many) squads - view is maybe fixed above his head (20ft?) or maybe can switched to squadleaders - the commander can select squads via a simple interface - if a squad is selected, it can be sent to places by clicking on ground (dont know if this is possible, otherwise it has to be done via map) - also, various actions can be implemented: behaviour,stance,firemode,special (easy, just buttons in interface) - special actions include: plant mines (script that plants mines in random places within a small radius), board nearest vehicle, patrol area, regroup+heal+rearm etc... - strategymode is primarily designed for human vs. human, but training vs. cpu is easy to implement too - there are no resources! at beginning of map, either troops may be chosen (obeying a "value" limit) or the scenario has predefined armies - objectives depend on scenario, but mainly "assault: one side defends other attacks" or just "side vs. side". its not very important to have many different types since the gameplay is very enjoyable itself. - there have to be area of operations restrictions to prevent abuse (hiding somewhere on sahrani) - at start of mission after selecting("buying") armies, for each side there is an area where armies can be deployed, if both sides have finished, the game starts. - deploying is done with dummies (so that units dont engage in phase of deployment) - no air units planned atm (balance, gameplay restrictions) - maybe deployment areas will be randomly selected on sahrani or predefined points - not too much fiddling with weapon loadouts etc., this is just overkill. keep it simple with standard infantry, anti tank team, specop, light transport, IFV, MAYBE tanks - simple upgrades for infantry at buyout phase: skill(expensive),sniper,machinegunner,grenades - commander can not fight, alternatively only in his command element, but can not switch into squadleaders I myself am an intermediate mission creator with scripting knowledge etc. primarily i would need help with the camera setup (can i let camera rotate by pressing keys??)
  4. yeah simply no more time...finished university degree and am now working fulltime.
  5. dznemesis

    The state of ArmA?

    1.) arma aircraft controls were only bad in 1.00, after that they fixed the over-sensitive controls...if you liked the OFP-like controls, you will still be dissapointed, because arma has much more realistic controls and thus maybe more frustrating for people that are used to OFP-arcadeness 2.) ArmA graphics was always EXCELLENT...i mean even now, there is not a single game of a similar scope that has such beatiful graphics. of course, you need a reasonably fast system (3ghz, 2gb ram, gf8800GT/GTS) but it was the same with ofp in 2001. 3.) MP: the online-coop is quite dominated by one map type: evolution. in PvP, there is a type called sahrani life, which is more of an RPG mission. for serious PvP i think you should join a league (i don't know any but www.IC-arma.com, where 2 armies fight a 3h battle every week, average player count ingame is 90-100 players).
  6. dznemesis

    Survival

    dont have more time on hand than for a simple linear mission...simple as that but i hope the creators of the idea will carry it on
  7. dznemesis

    Survival

    thank for trying 1.) i didnt know about the team members not firing, i dont think there is anything i can do...but you can play it in coop (not dedicated-tested but should work own playerserver) or just leave the soldiers at the start 2.) the darkness is intended; there are flares at the graveyard...i had no problems but maybe other brightness settings? try some that let you see something, but not much 3.) will look into the trigger 4.) will remove the zombiemarkers edit: updated version triggers work now (at least they did with me)
  8. dznemesis

    Survival

    thanks for the feedback, prototype i didnt know where i could turn the editor part off, i thought this was done automatically if its not played from within the editor? and what did you mean by "pluag the kaos zombies"? a thing i noticed is that sometimes, when ejecting, someone dies....but since its in the start just restart the mission
  9. dznemesis

    Survival

    ok here it is: Contamination
  10. dznemesis

    Survival

    my first beta is ready soon, about 97% complete (just small tweaking needed and 3 textmessages) if i cant finish it today (sunday 6.1.) i will put it on a ftp nonetheless so you can have a look
  11. dznemesis

    Survival

    ok the problem seems to be, that the zombies dont follow ANY waypoints at all! can this be fixed or is this a "feature"? then maybe introduce zombies that do follow their orders?
  12. dznemesis

    Berzerk Map Pack

    no we have to wait for 1.09 (or does it work with the beta?) looks great though!
  13. dznemesis

    Survival

    hey guys hows it going on with the missions? i had no time until now to check out the zombies+CEP pack, but i am playing around right now things that i have problems with: - zombies dont stand still, they always wander around ...although this is sometimes good, i also need the zombies that i can hide in a house and scare you when you enter (atm they just wander out and away) - the groups created by the CEP dont use their waypoints, they dont even move to the first as it seems - also took me a long time to adapt the group size o_O
  14. dznemesis

    Arma feedback thread - based on 1.09

    have not had time yet to test the new patch, but after halfway reading through the fixes i have to say this is the best christmas present you (BIS guys) could make for us players so much interesting stuff fixed/changed, this really seems to be a major update and will improve ...well everything thanks for still putting so much work into it even if you get so much negative feedback (but it is easier to complain than to make compliments). i too thought the one or the other time "why dont they comment on the MP-hacking issues? they could at least tell us if they would maybe work on something?". there will be problems of course, after all its a beta and with so much changes, theres also a lot that can go wrong keep up the good work, i hope you have some time to enjoy the holidays!
  15. dznemesis

    Survival

    cool guys i will send you a PM so i get the good stuff too
  16. dznemesis

    Arma mission makers, how much do you play?

    with me its always both worlds: one time i play more mp, the other time i get an idea for a mission which sucks me into the realm of editing. in the summer it was mostly editing (StratMode mission framework), now it is almost exclusivley MP (www.ic-arma.com army level battles)
  17. dznemesis

    Flattening grass - good or bad?

    grass handling is ok imho
  18. dznemesis

    Survival

    yes! i see endless potential here! where can i download the zombies/prototype could you send me your adapted ones? i would make some missions then, too.
  19. dznemesis

    Berzerk Map Pack

    wow zaphod really nice changes coming, i love it! one suggestion though: i still find the AT-ratio to be a bit too high, maybe make it 1/3? the reason is that you dont have to fully balance tanks vs. soldiers, soldiers will respawn and come with new weapons faster than tanks respawn...so a tanker could hold out at least some time at a contested area without being nuked after 30seconds
  20. dznemesis

    Armed Assault videos

    in rememberance of the initial arma:
  21. dznemesis

    Sahrani Life

    very good suggestions!!
  22. dznemesis

    Sahrani Life

    no, only thing that helps: dnt play with teh noobs, sadly today it worked out for me: i was cop and we voted a civilian as admin. he kicked cops that were noobs/didnt warn before shooting or killing without reason. he was a little asholish but all in all it worked out well. so my point is: get a civilian as admin, this would be similar to having a major...he could "dismiss" cops but at the same time be corrupt as hell
  23. dznemesis

    Sahrani Life

    <3
  24. dznemesis

    Sahrani Life

    sahrani life is very impressive and i like the support, keep up the good work!
  25. dznemesis

    ARMA Support And Patching Plans

    i personally would like to have 2 important things worked on: - controls: i was somewhat disappointed to see the old ofp actionmenu system and the sluggish controls continued. especially the weapon change is still a pain in the #. it would be very nice if there would be a way to assign the keys like its in most fps (primary,pistol,launcher,grenades cycle,satchel/mines cycle,misc). i dont know how the unresponsive controls can be improved, they are related to the animations i think and also to some degree of realism. - AI behaviour: plz introduce a "very hard" setting for AI as it is now or implement a new setting "moderate awareness"...i dont complain about stupid ai or ai bugs, i know this is a difficult subject. i just would like to see a CONSISTENT way to choose whether one wants x-ray vision ai or ofp-like ai. the reason for this is, while there may be many hardcore gamers who say "the ai is too weak", i find it breaks immersion if the ai automatically knows where you are by the first shot you fire. i also know this can be tweaked manually by the player/mod, but there really should be an option for mappers/server admins to switch to ai which is actually fun to play against.
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