mfcti
Former Developer-
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Everything posted by mfcti
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I just wanted to announce that the first beta of MF Conquer the Island has been released (v0.98B). Â It turns OFP into a real-time strategy hybrid. Â Here are some of the features: Base construction and unit creation. AI control for empty player slots. An AI commander that builds a base. Point & click menu system. Spans an entire island. Take over towns for income. Marker system to track players on the same side. A team satellite camera. Multiplayer or single player practice via multiplayer. It currently requires OFP: Â Resistance to run. Â I've sent off copies to most of the major sites (I think). Â If anyone wants some screenshots or has any questions contact me at mfcti@yahoo.com
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All the strings, pictures, etc. for Warfare are in the warfare.pbo that is part of the 1.14 patch.
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Thanks for all the feedback everyone. This is really useful and I can see I will be busy. From a scripting POV it should be possible. For example I have seen scripts that detect the killer when a victim is run over by a truck. True, but then war is not very sportsmanlike and an A10 is an expensive missile.
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The new addon for 1.1 is not dependent on the old 1.0 addon nor does it replace it. You will need mfcti1.1.pbo for 1.1 missions and mfcti1.0.pbo for 1.0 missions. There is an AI respawn bug that I will be releasing a fix for. To the best of my knowledge this problem will not occur on a dedicated server but if you find otherwise please let me know.
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MFCTI v1.0 is finally complete. This addon modifies most of the armed vehicles in the game. The weapons and loadouts have been changed to be more realistic. Transport helicopters and ammo trucks now have equipment available for troops. Four new vehicles have been added: M60A3, M1, T-72A, and T-80B. This addon can be used alone or with the MFCTI 1.0 missions. The entire package changes OFP: Resistance into a real-time strategy with enhanced interfaces and AI. You can download the latest version, manuals, and source at: http://mfcti.sourceforge.net
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The beta is finally over. I have released v1.0 and posted the addon information in the ADDONS & MODS: COMPLETE section.
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No firm date is set but if things go as I hope it could be within the week.
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Oh, all right. I'll list some of the new features to be expected in the next release...;) -Added command options to the Team Camera. -Added online help system to the Options Menu. -Added ability to select respawn location on Options Menu to Mobile HQ or nearest field hospital. -If the player is serving the game AIs will respawn at player's respawn choice. -Added troop weapons & ammo to ammo trucks, UH-60MGs, CH-47Ds, & Mi17s for the addons version. -Improved Mobile HQ electronics for the addons version. -Added radar capability to stationary guns to increase effectiveness against aircraft. -Added event-driven bounty system. Only the player/team that makes a vehicle kill gets the bounty. -Added ability to set a waypoint with an alt-click on the map. -Added ability to set a waypoint & move current team to it with a shift-click on the map. -Added command menu options to the radio. -Made the M60 and T72 available at a heavy factory without an upgrade. -Modified addon with more realistic vehicle loadouts and these new vehicles: M60A3, M1, T-72A, and T-80B. -Added civilian traffic between towns. -Added Mi17 Transport which replaces the 14 rocket Mi17. -The Mi17 now has the full loadout. -Added an undo option to the build menu for base buildings but not defense structures. -Reduced many heavy vehicle costs slightly. -Increased AI update delays to reduce server load. -Increased unoccupied town values from 20% to 25%. -Increased bounty from 10% to 15%. -Changed increased income option from +50% to +100%. -Added teams Golf and Hotel. -Added option menu. -Added building queue. -Added optional random music. -Added ability for players to transfer funds to each other. Oops, some of that wasn't for the 'User Mission'... Ah well, check out the site for the latest.
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Quite a bit has happened actually. The current new features and bug fixes would easily fill a page. Unfortunately most of the latest changes have been to the addon and not the mission so I guess we're in the wrong area to talk about that...;) The good news is that there is now a place to find out the latest details, download, and discuss the mod. Try visiting: http://mfcti.sourceforge.net
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Hmm, I was gone a few days but will make my point now. This mod doesn't use other people's addons. It IS an addon (MFCTI.pbo). It adds the following to the game that can't be done with a mission: 14 new building classes (but no new graphics yet). 2 vehicles (Mobile HQs, they look like BMP-2/M2A2s but are their own class with different stats). Ability for AIs to attack base buildings like hostile vehicles. New icons for the map. Furthermore, there are plans to add new types of fortifications with custom models. When this happens is this just going to be moved back to Addons or will it still be considered a mission? There is a watered down public server version which is just a mission file. Perhaps that should be in User Missions but the normal version of this mod should really be in Addons.
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I just wanted to announce that the first beta of MF Conquer the Island has been released (v0.98B). Â It turns OFP into a real-time strategy hybrid. Â Here are some of the features: Base construction and unit creation. AI control for empty player slots. An AI commander that builds a base. Point & click menu system. Spans an entire island. Take over towns for income. Marker system to track players on the same side. A team satellite camera. Multiplayer or single player practice via multiplayer. It currently requires OFP: Â Resistance to run. Â I've sent off copies to most of the major sites (I think). Â If anyone wants some screenshots or has any questions contact me at mfcti@yahoo.com
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Actually I've had a special version that uses about a dozen different addons including vehicles and guns for a long time...;) CTI has been designed to easily allow custom addons. When the non-beta is finished I intend to release a version of this as well and encourage user modifications. If anyone has requests for their favorite weapon/vehicle addons let me know. Keep in mind that the east and west should remain balanced in power.
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Actually I've had a special version that uses about a dozen different addons including vehicles and guns for a long time...;) CTI has been designed to easily allow custom addons. When the non-beta is finished I intend to release a version of this as well and encourage user modifications. If anyone has requests for their favorite weapon/vehicle addons let me know. Keep in mind that the east and west should remain balanced in power.
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Looks like I wasted another night when I should have been sleeping. Here are some of the new features that have been added to what I hope will be the non-beta version: -Player queue allowing players to build multiple items in factories and barracks. -Players can now transfer funds amongst each other. -Option menu where players can view or delete queue entries, set waypoints, etc. Soon to be added: -Option to turn random music on/off. -Units spotted by team leaders are revealed on map to all on same side. -I have duplicated the MHQ lock bug and am looking into it.
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Looks like I wasted another night when I should have been sleeping. Here are some of the new features that have been added to what I hope will be the non-beta version: -Player queue allowing players to build multiple items in factories and barracks. -Players can now transfer funds amongst each other. -Option menu where players can view or delete queue entries, set waypoints, etc. Soon to be added: -Option to turn random music on/off. -Units spotted by team leaders are revealed on map to all on same side. -I have duplicated the MHQ lock bug and am looking into it.
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The new version has just been released (v0.99). There are a lot less bugs and many new small features. At this point I am now working on the non-beta version and plan on releasing it on Nogova. After that I'll release a map pack. If anyone wants to put the latest on their site email me and I'll send you a copy.
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The new version has just been released (v0.99). There are a lot less bugs and many new small features. At this point I am now working on the non-beta version and plan on releasing it on Nogova. After that I'll release a map pack. If anyone wants to put the latest on their site email me and I'll send you a copy.
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I'm afraid I haven't been able to duplicate the lock problem but we have noticed that there can be a delay at times before it locks. I'll keep my eyes open for it.
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I'm afraid I haven't been able to duplicate the lock problem but we have noticed that there can be a delay at times before it locks. I'll keep my eyes open for it.
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I have some ideas on how to implement a respawn as one of the troops under your command but need to experiment with it. Revealing units is on the list of new features I would like to add. Remotely controlling the Control Center could be added easily enough but I am concerned about game balance. Right now the Command menu is the equivalent of radioing orders. Think of the Control Center as an abstraction of handling the bureaucracy for upgrading and buying equipment and troops. The commander needs to be present to handle these higher functions but can issue troops commands from the field. This also prevents the commander from being too powerful in an MP game. I am interested in feedback from players on issues like this. I'm trying to balance things out and could benefit from the majority's opinion.
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I have some ideas on how to implement a respawn as one of the troops under your command but need to experiment with it. Revealing units is on the list of new features I would like to add. Remotely controlling the Control Center could be added easily enough but I am concerned about game balance. Right now the Command menu is the equivalent of radioing orders. Think of the Control Center as an abstraction of handling the bureaucracy for upgrading and buying equipment and troops. The commander needs to be present to handle these higher functions but can issue troops commands from the field. This also prevents the commander from being too powerful in an MP game. I am interested in feedback from players on issues like this. I'm trying to balance things out and could benefit from the majority's opinion.
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It looks like the next version is finally nearing completion. I have fixed a few of the really tough bugs. Here is a complete list of features that have been added since the last release: -Added AI substitution when a player disconnects. -Added player names to the Team Camera. -Added player names to commander menus. -Added ability for all players to use the repair truck to build defense structures. -Buildings now show that they are in use when building a unit (on the menu). -Eliminated some redundant code. -Added sandbag construction and auto-align option. -When a commander is killed the opposing team's bonus now goes to the commander and player pool instead of just the commander pool. -Building prices increased. -Starting resources increased. -Added bounties for opposing side when casualties occur. -Added fuel trucks. -Added ambulances. -Added field hospitals. -An independent salvager will now properly go to the nearest salvagable target. -Increased mine loadout in ammo truck. -Added costs to personal loadouts. -Added 'ALL' to AI team selection on the command menu. -Added Miners and LAW/RPG soldiers to east and west. -Made AI commander build MG, Miner, and Medics troops for east and west. -Made AI commander build a larger range of helicopters for both sides. -Made AI commander chance of building units greater if there is an excess of resources. -Salvager travel range increased. I eliminated more bugs than I care to list, here are some of the major ones: -Fixed AIs in vehicles sometimes not moving. -Fixed starting on water on the Malden map. -Fixed the salvager not working after a while.
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It looks like the next version is finally nearing completion. I have fixed a few of the really tough bugs. Here is a complete list of features that have been added since the last release: -Added AI substitution when a player disconnects. -Added player names to the Team Camera. -Added player names to commander menus. -Added ability for all players to use the repair truck to build defense structures. -Buildings now show that they are in use when building a unit (on the menu). -Eliminated some redundant code. -Added sandbag construction and auto-align option. -When a commander is killed the opposing team's bonus now goes to the commander and player pool instead of just the commander pool. -Building prices increased. -Starting resources increased. -Added bounties for opposing side when casualties occur. -Added fuel trucks. -Added ambulances. -Added field hospitals. -An independent salvager will now properly go to the nearest salvagable target. -Increased mine loadout in ammo truck. -Added costs to personal loadouts. -Added 'ALL' to AI team selection on the command menu. -Added Miners and LAW/RPG soldiers to east and west. -Made AI commander build MG, Miner, and Medics troops for east and west. -Made AI commander build a larger range of helicopters for both sides. -Made AI commander chance of building units greater if there is an excess of resources. -Salvager travel range increased. I eliminated more bugs than I care to list, here are some of the major ones: -Fixed AIs in vehicles sometimes not moving. -Fixed starting on water on the Malden map. -Fixed the salvager not working after a while.
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I'm currently hunting bugs so I can release the next version. I have added a bunch of small features and reduced the code a little. I'll try to post the details pretty soon...
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I'm currently hunting bugs so I can release the next version. I have added a bunch of small features and reduced the code a little. I'll try to post the details pretty soon...