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saltebengt

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About saltebengt

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  1. saltebengt

    Dynamic vietnam missions

    I absolutely love this mission! Great work, Bagel! Been playing it on and off for days, trying various strategies. Great fun. One thing that I'd like is a working Ammo drop functionality - my patrols eventually run out of clips and are subsequently waxed by the next VC/NVA patrol. My hope is that a couple of well-positionend ammo drops would let the AI rearm themselves along the(ir) patrol route(s). Likewise, fuel (barrel) drops for the mech platoon elements might work. The ability to set up in-field aid stations? (Medics and a tent, perhaps) (Not sure if the term "aid station" is correct, but you get the idea) An airmobile medevac would be nice. :-) Don't know how that would be scripted, though, so as to minimize the micromanagement of the squad to be evac:ed. While on the subject of managing the troops, how about letting the newly "respawned" AIs reinforce themselves and then report back for duty? I'm thinking something like this: 1 - Respawn at the Assembly (as it is) 2 - Move into the Barracks area (trigger), perhaps by some clever queueing system. 3 - After reaching full strength, report back for duty at the airstrip (by moving to a predefined spot, one for A1, another for A2 and so on) This is what I do, manually right now. Then, when I have three squads on the airstrip, I load them up on the slicks, do an insertion. Rinse and repeat... And to top it off, how about: 4a - when there are three new squads at the airstrip, do something like a 'hint "Three squads ready for deployment"' to inform the player. or, even 4b - have them somehow embark the hueys by themselves. That way, all the player has to do is to wait for the helos to fill up and then do an insertion near the frontlines again. Keep it up!
  2. saltebengt

    Propositions toward next patches

    Would like: the ability to order an AI pilot to *land* (not disembark). Suggestion: put that in the "Mount" radio menu (4), directly under "1 Disembark", if applicable to the selected AI. Thereby: 4-1 Â is "Disembark", 4-2 would be "Land"
  3. saltebengt

    Patch 1.91 beta/final feedback

    In 1.91b (at least), AI helos are having difficulties with hovering in place over Ammo/Fuel/Repair trucks for rearming/refuelling/repairing. At least for rearming, the helos now slowly drifts towards and then away from the "ideal" position, then turn back again and does the same again. This means that it takes a very long time to rearm fully. I have seen this with a AH-1 and the OH-58 from the game and the OH-6A from the SEB Nam Pack 2. Rearming the machine guns is especially time consuming.
  4. saltebengt

    Propositions toward next patches

    New scripting commands for changing/reading the text of a marker and set its orientation ("angle" in the editor): setMarkerText, getMarkerText, setMarkerAngle and getMarkerAngle. Like so: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> marker setMarkerText text getMarkerText marker marker setMarkerAngle angle getMarkerAngle marker <span id='postcolor'> I can think of a few uses for this... Secondly, a few more events to use with the event handlers: * An event indicating an "Ammo low" state. Â (Seeing how we have "Dammaged" and "Fuel" already)
  5. saltebengt

    Wrp 51.2 km * 51.2 km

    Specs:  Abit KR7A-R (KT266A chipset), AMD XP 1800+, 512 MB DDR RAM, GF2 32 MB Tested both the WRPdouble and WRPquad islands: Size       In editor          Flying around with an A10 --------------------------------------------------------- 25.6x25.6:  slightly laggy, usable  workie-workie 51.2x51.2:  lag city (unusable)    also works, some stutter Thoughts:  I LOVE it!!! Bigger islands means that we might get out of the "neighbourhood skirmish"-feeling the current islands are giving me. Me, I want long front lines, deep defence zones and distances that make supply problems a part of the game. That and the possibility of having "realistic" BARCAP/CAS/OCA missions that go on above one's head, what, with all them MiGs, Tomcats and Eagles falling on your head all the time... That and a *lot* faster computers, of course...  Then again, as it stands, 512 MB is IMHO just about barely adequate for running Resistance as it is... A "quad-sized" world with, say, two islands would be very interesting once we get computers that can do 64-player MP games "playably", dont y'all think? Well, enough rambling. Good show, A-Lone-Wolf!
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