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hank_officer

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Everything posted by hank_officer

  1. I almost decide to buy it. I have looked some posts so I have some expectations and suggestions. And sharing some my opinions. Overall, I think this game is good. It reminds me of Urban Assault, which made by Mircosoft in 1998. The gameplay is very similar. I totally enjoy Urban Assault so I found this could be one of my favorite game too. But after I played demo and some forum posts. I'm disappointed in few parts: 。No multiplayer available. I don't understand it. At least there should be cooparation mode available so you can play it with your friends. For PvP you can have some mode like 4v4 players with blue/red carrier in combat in one or two islands. Having 1 player be commander and others control the vehicles on a team. I can see many ways to implement it but I don't know why you didn't have multiplayer available. 。Being an infantry. Comparing to most FPS game, it still hard to control your mouse target with that weird sensibility. I know it already that "weird" in ArmA series. But I was expecting dev team to change it in Carrier Command. 。Needs more intuitive experience. Like Execute/Suspend units in RTS mode. For example, I wanna it move to a position but I found that I have to click Execute to make it move. It's not intuitive when you playing a RTS game. AI. Actually I don't really care it. I would buy it without a doubt if you have multiplayer available.
  2. hank_officer

    (coop12)Town Contact

    Difficulty : selections in multiplayer setup Time & Weather : selections in multiplayer setup Island: Rahmadi (intro) Version: 7.1 Objective: Defeat all invading enemy at Town. Here is brief information --- Change Log (With BOLD word is next release change log): About enemy diffculty setup: In order 15 waves. There will be all 15 waves from Newbie level to Extreme level This is original setting in previous version too. URW. (Unlimited Random Waves) (Easy, Normal, Hard, Extreme) As implied in the name, All waves will come in selected diffculty in setup. --- About other Town Contact (With BOLD word is next release): -Original setting but different battlefields Depot in Rahmadi (Info: Warfare Buildings) -Other setting --Ceaseless waves Original battlefield --Revive (Info: script by Norrin) Depot in Rahmadi Original battlefield Download link : RAR Rapidshare Link ArmAholic (Thanks big): ArmAholic download page (old) my first mission release in BI forum, hope everyone like it. Tested in 1.14 version Just enjoy it
  3. hank_officer

    (coop12)Town Contact

    TC 7.1 released, see first post
  4. hank_officer

    (coop12)Town Contact

    sorry, it's a coincidence that i'm editing the post too they are packed with stable version now.
  5. hank_officer

    (coop12)Town Contact

    Upgraded first post and second post. ----------------- Thanks for your testing It's packed with stable towncontact version now Nice, Enjoy them :P
  6. hank_officer

    (coop12)Town Contact

    Enjoy. There is a beta revive version that I posted in second post. all reason in it. Thanks :P I'm excited about making missions for everyone. Maybe I can make other TC for single player. Yeah, for easier editing. I'm still try to get it simpler. There is "roundtime" defined in "init.sqf". For requirements, there may be a "ceaseless waves" version release in some day. Yeah, such as CS, RTCW games, fast action missions are still required in ArmA. I also need them.
  7. hank_officer

    (coop12)Town Contact

    Upgraded Version. See first post.
  8. hank_officer

    (coop12)Town Contact

    Thanks for your reply I will upgrade them as soon as possible. Really, I don't have idea to upgrade until your replies I just ignored the problem because I always playing with 6 players above. Yeah. It's hard for few players to play. I will try to fix it so that will follows numbers of player and increases more AIs. There was a old version that support revive but just working bad so I abandoned it. As new revive script release. It will be supported with Revive script
  9. hank_officer

    ArmA Warfare 1.1

    there is a bug in Gear I can't remove handgun from my LoadOut
  10. hank_officer

    DooCTI - H2O : Modified version

    oh yeah, my bad habit i will add them soon
  11. [No Addons required, Tested in 1.08] There is more vehicles and buildings support in this version. Changed some markers. New way offer of money. etc... Modified by Hank_officer Money-- Officer have 100$ income even no score or no towns.In accordance with your score and give money (score x 2). Buildings and vehicles-- Model of Respawn tent changed to East Camp (open). Field hospital is available in repair truck. New animation for constructing the building. Ural Civil now rename to MCP (Mobile Command Post). Radio vehicle request now replace Cars with Motorcycles. New Static Weapons to achieve team balance and fun. RACS vehicles are becoming cheaper to achieve team balance. Repair,Reammo and Refuel Trucks now are expansive. Refuel Truck is allowed to build something now. AI player(On unplayable side) now create units(Infantry) for its group. Aircrafts now are expansive. Buildings now are expansive. Money at start is lower for Officer. New Building : Civil Garage. Separated Building : Airport -> Airport(Planes), Airport(Helicopters). New Camp units. New Static Weapon for Opfor and Blufor. New Army 4x4(Mk19) for Independant. Repair Truck now is able to build Heli. Pad. Building with team flag from now on. M136 and RPG7V mags both are 3 now.(buying weapons) etc....... Download: rapidshare Original: http://www.flashpoint1985.com/cgi-bin....t=68182 Just enjoy it! Edit 1: Added readme.
  12. write down these in a .sqf files init.sqf:
  13. hank_officer

    Sahrani Life

    my suggestion : I think it should be easier to be terrorist so cops won't bored and kill innocent civilian or make some AI enemy for bored cops
  14. hank_officer

    (coop12)Town Contact

    Second Post Due to I don't have any tester to test map so I decided to release some beta for anyone who wanna help me and feedback these bugs. So in this post. Below these release are not unstable. sorry guys RAR: no beta need to test now Included: none Once these map are tested and stable, they will be moved to top post. Thanks.
  15. hank_officer

    got problem in JIP

    thx to all. these info. are helped To Loyalguard : I am testing/running on both. I wanna they all works but i wanna ServerClient work first. then dedicated server. To sickboy : these info. are helpful. I fixed a few little bugs now i have problem on publicVariable because I don't understand. Here http://community.bistudio.com/wiki/publicVariable It says it will "broadcast variable value to all computers" even player will "broadcast variable value to all computers"?? = = (I tested with it and got some strange bug, and JIP still dont work) then which variable value should computer receive? and here is new enemy.sqf and still wrong on JIP (play without JIP is ok) i deleted all publicVariable cmd. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unitsE = ["SquadLeaderE","SoldierEAT","SoldierEAA","TeamLeaderE","SoldierEB","SoldierESniper","SoldierEMG", "SoldierEG","SoldierEMedic","SoldierESaboteurBizon","SoldierESaboteurMarksman"]; _unitsW = ["SquadLeaderW","SoldierWAT","SoldierWAA","TeamLeaderW","SoldierWB","SoldierWSniper","SoldierWMG", "SoldierWG","SoldierWMedic","SoldierWSaboteurAssault","SoldierWSaboteurMarksman"]; _groundpos = ["enemycome_ne","enemycome_se","enemycome_w","enemycome_s"]; _groundcount = count _groundpos; _airpos = ["enemycome_sea_n","enemycome_sea_e"]; _aircount = count _airpos; _townpos = ["camp","towncenter","town_n","town_s"]; _towncount = count _townpos; gameround = 0; callednext = true; noeast = false; nowest = false; _musicplaying = "rock2_1"; Attack_01 = { hint "First Attack is coming in minutes, take the weapons and ready to fight.\n\nThis Attack: |SLA|\nInfantry(1)"; if (IsServer) then { [] call Infantry_SLA; sleep 2.0; clearall = createTrigger [ "EmptyDetector",getMarkerPos "town_area" ]; clearall setTriggerArea [ 2000,2000,0,false ]; clearall setTriggerActivation [ "EAST","NOT PRESENT",false ]; clearall setTriggerStatements [ "this","callednext = true","" ]; }; }; Attack_02 = { hint "First Attack defeated.\n\nThis Attack: |SLA|\nInfantry(2)"; playmusic _musicplaying; if (IsServer) then { [] call Infantry_SLA; sleep 0.1; [] call Infantry_SLA; sleep 2.0; clearall = createTrigger [ "EmptyDetector",getMarkerPos "town_area" ]; clearall setTriggerArea [ 2000,2000,0,false ]; clearall setTriggerActivation [ "EAST","NOT PRESENT",false ]; clearall setTriggerStatements [ "this","callednext = true","" ]; }; }; .... .... .... End_Won = { hint "Good job. Enemy is retreating from Rahmadi..."; playmusic _musicplaying; sleep 30.0; "1" objstatus "done"; endgame = true; }; Attack_now = { noeast = false; nowest = false; sleep 5.0; gameround = gameround + 1; if( gameround==1 ) then { [] call Attack_01; }; if( gameround==2 ) then { [] call Attack_02; }; if( gameround==3 ) then { [] call Attack_03; }; if( gameround==4 ) then { [] call Attack_04; }; if( gameround==5 ) then { [] call Attack_05; }; if( gameround==6 ) then { [] call Attack_06; }; if( gameround==7 ) then { [] call Attack_07; }; if( gameround==8 ) then { [] call Attack_08; }; if( gameround==9 ) then { [] call Attack_09; }; if( gameround==10 ) then { [] call Attack_10; }; if( gameround==11 ) then { [] call Attack_11; }; if( gameround==12 ) then { [] call Attack_12; }; if( gameround==13 ) then { [] call Attack_13; }; if( gameround==14 ) then { [] call Attack_14; }; if( gameround==15 ) then { [] call Attack_15; }; if( gameround>=16 ) then { [] call End_Won; }; }; Infantry_SLA = { groundattack = getmarkerpos (_groundpos select floor (random _groundcount)); grp = createGroup east; sleep 0.05; unit = grp createUnit [(_unitsE select 0), groundattack, [], 30, "FORM"];sleep 0.05; unit = grp createUnit [(_unitsE select 1), groundattack, [], 30, "FORM"];sleep 0.05; unit = grp createUnit [(_unitsE select 1), groundattack, [], 30, "FORM"];sleep 0.05; unit = grp createUnit [(_unitsE select 3), groundattack, [], 30, "FORM"];sleep 0.05; unit = grp createUnit [(_unitsE select 4), groundattack, [], 30, "FORM"];sleep 0.05; unit = grp createUnit [(_unitsE select 4), groundattack, [], 30, "FORM"];sleep 0.05; unit = grp createUnit [(_unitsE select 5), groundattack, [], 30, "FORM"];sleep 0.05; unit = grp createUnit [(_unitsE select 6), groundattack, [], 30, "FORM"];sleep 0.05; unit = grp createUnit [(_unitsE select 7), groundattack, [], 30, "FORM"];sleep 0.05; unit = grp createUnit [(_unitsE select 8), groundattack, [], 30, "FORM"];sleep 0.05; waypoint = grp addWaypoint [[getmarkerpos "enemy_up" select 0,getmarkerpos "enemy_up" select 1,2], 0]; sleep 0.05; waypoint setWaypointType "HOLD"; waypoint setWaypointFormation "DIAMOND"; }; .... .... .... for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 0.01; if(callednext) then { [] call Attack_now; callednext = false; }; };
  16. a part of init.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [] execVM "enemy.sqf"; .... .... .... jipplayer = false; OnPlayerConnected " jipplayer = true; publicVariable 'gameround'; "; .... .... .... a part of enemy.sqf (old post) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unitsE = ["SquadLeaderE","SoldierEAT","SoldierEAA","TeamLeaderE","SoldierEB","SoldierESniper","SoldierEMG", "SoldierEG","SoldierEMedic","SoldierESaboteurBizon","SoldierESaboteurMarksman"]; _unitsW = ["SquadLeaderW","SoldierWAT","SoldierWAA","TeamLeaderW","SoldierWB","SoldierWSniper","SoldierWMG", "SoldierWG","SoldierWMedic","SoldierWSaboteurAssault","SoldierWSaboteurMarksman"]; _groundpos = ["enemycome_ne","enemycome_se","enemycome_w","enemycome_s"]; _groundcount = count _groundpos; _airpos = ["enemycome_sea_n","enemycome_sea_e"]; _aircount = count _airpos; _townpos = ["camp","towncenter","town_n","town_s"]; _towncount = count _townpos; gameround = 0; callednext = true; noeast = false; nowest = false; _musicplaying = "rock2_1"; Attack_1 = { hint "First Attack is coming in minutes, take the weapons and ready to fight.\n\nThis Attack: |SLA|\nInfantry(1)"; if (local Server) then { [] call Infantry_SLA; }; sleep 2.0; clearall = createTrigger [ "EmptyDetector",getMarkerPos "town_area" ]; clearall setTriggerArea [ 2000,2000,0,false ]; clearall setTriggerActivation [ "EAST","NOT PRESENT",false ]; clearall setTriggerStatements [ "this","callednext = true","" ]; }; Attack_2 = { hint "First Attack defeated.\n\nThis Attack: |SLA|\nInfantry(2)"; playmusic _musicplaying; if (local Server) then { .... .... .... Attack_now = { noeast = false; nowest = false; sleep 5.0; gameround = gameround + 1; publicVariable "gameround"; if( gameround==1 ) then { [] call Attack_1; }; if( gameround==2 ) then { [] call Attack_2; }; if( gameround==3 ) then { [] call Attack_3; }; if( gameround==4 ) then { [] call Attack_4; }; if( gameround==5 ) then { [] call Attack_5; }; if( gameround==6 ) then { [] call Attack_6; }; if( gameround==7 ) then { [] call Attack_7; }; if( gameround==8 ) then { [] call Attack_8; }; if( gameround==9 ) then { [] call Attack_9; }; if( gameround==10 ) then { [] call Attack_10; }; if( gameround==11 ) then { [] call Attack_11; }; if( gameround==12 ) then { [] call Attack_12; }; if( gameround==13 ) then { [] call Attack_13; }; if( gameround==14 ) then { [] call Attack_14; }; if( gameround==15 ) then { [] call Attack_15; }; if( gameround>=16 ) then { [] call End_Won; }; }; .... .... .... for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 0.01; if(callednext) then { [] call Attack_now; callednext = false; }; }; the problem is... when server is playing attack_1,and 1st wave enemy is not cleared yet. JIP player always show Attack_2's message when he was in game recently... i tried a lot of method. all dont work... even i destoryed my enemy.sqf script 0.o (it's fine that i saved a backfile) i admit i dont know publicVariable cmd very much anyone can help me?
  17. hank_officer

    SQF revive script

    nvm... i found that [respawn_button_time] works when 2 above players playing the map but dont work with only one player?
  18. hank_officer

    SQF revive script

    thanks but my map with revive didnt work for me... i just changed the number but still appear with respawn button when i died something skipped the respawn_button_timer
  19. hank_officer

    SQF revive script

    respawn_button_timer didnt work? ur example missions didnt work too...
  20. hank_officer

    Sahrani Life

    Nice map i also found that SLA attacking 0.0||| it's annoying that civ in bagango was killed before they get weapons -_-
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