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smacker909

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Posts posted by smacker909


  1. Updated 8/19

    - Added randomly spawn insurgents in and around some towns.

    - Some killed insurgents will have Intel. (thanks DeltaFiveOne)

    - Now, points deducted for civilian kills by EAST as well as WEST.

    I'm thinking of removing points for Insurgent killls..(already lowered to '1' and increased civ kills to '-3' ) but still seems it's too easy to accumulate points. Please let me know if anyone playing agrees or not.


  2. Hmm.. maybe you just didn't spot them before they got you... Not invisible :)

    Civs only get pistols and once in a while bomb vest (for now). rifles, rpgs are insurgents. There is always *chance* one or more will spawn from between 550 to 250m from your position when you interrogate. So if you interrogate allot in short time, they will be coming for you.. It may take a little time before they get to.


  3. Ran into something last night while playing the latest mission. After some interrogations I was able to learn intel on the H.Q. Because of it's location on the map (S.W corner) and proximity to only one road.. I was able to setup a road block in the next town over (disabled a civilian vehicle in the middle of the street... poor bastard) and successfully picked off convoy after convoy. I was thinking, it may be best to move the H.Q. after three or so convoys or maybe within a period of time after it's location is known. Of course if the location was more centered on the map, it wouldn't have been so easy. I have to say, it was one of my more satisfying experiences with this mission so far ;) although I felt a little like I was cheating.


  4. Okay - Now we have chance to spawn suicide bomber during interrogation. Be on alert! Your mission can end very quickly ;) You will know about the bomber once he is close and you will have a small window to shoot him or run. Probably best to shoot him though because chances of escaping the blast zone are pretty slim :) I did as much testing as I could today, so if any issues - please let me know. Thanks!


  5. Updated 8/12

    - Civilian interrogation can now yield intel on IED factory

    - Added a few seconds and count down display to bombs for H.Q., Caches, IED factory.

    --

    I'll work on suicide bomber, but Fock's current implementation only puts the bombers around the factory, after you find it. So I will see what I can do for town bombers ;)

    On the porting.. probably not anytime soon. Anyone is of course welcome to do that.


  6. Mission updated. Now we have random start position. Also removed manned vehicles (repair truck and transport) from start position, this takes care of Juggernaut's issue of base getting destroyed by hostiles.

    Updated 8/11

    - Random start position

    - Transport chopper is now spawned

    - Removed repair truck, now just point and repair

    - Blackhawk is purchased instead of unlocked

    Please let me know of any issues or comments. Thanks!


  7. Haha.. That was a fun read KBK. Thanks! Glad you are liking the mission. -- I hope you didn't let the truck get away.. the one that was tagging along behind the BTR40's ;)

    ---------- Post added at 03:21 ---------- Previous post was at 03:18 ----------

    Juggernaut, i'll see what I can do. I have had this problem when interrogating in the city just south of the air base.. causes hostiles to spawn to close to the base.


  8. Hmm.. can't really say. I'm not making any video setting changes in any of the scripts. I know the mission can run a little sluggish for the first 20 seconds or so while scripts setting up H.Q. , IED stuff, and first convoy run.. but nothing related to texture quality. If you go into editor and plunk down on the north air base in Takistan, you don't' see the same problem?


  9. Delta -

    - I only implemented Fockers IED script pretty much as is and tied in the scoring system.. so I will do some testing to see if I can figure out what is going on with them.

    - I have the required info from Focker to implement his suicide bomber script, but haven't found the time yet ;)

    Juggernaught -

    - I can't explain how texture quality dropping could be related to this mission. I don't think I effect any settings regarding textures.

    - So far a medic is available with transport, reinfocements and with the medic MEV chopper, but I can add a hospital tent to the base, no problem.

    - Vehicles don't respawn, but you do have a repair support option ;)

    -=-=-=--=-=-=-=-==-

    Just noticed this in Focker's thread;

    "they are on a time delay - within a certain amount of time they will go off - so if you drive past them they may go off at close rang or when you have driven past, and then the vehicle behind gets it. They were designed so that you had time to disarm them if you saw them from a distance - i did not add any other means of removal i.e shooting or blowing up remotely due to the IED factory script"


  10. Hi Juggernaut, Glad you are liking the mission so far. I think there are still some issues with here and there, but seems to be playable for the most part. Sorry to hear about the crashing issue. I don't use JTD, but do use JSRS and haven't notice any crashes. I agree that arming and making hostiles out of random civs works better and is much more interesting than just doing it for the ones you detain. Thanks Delta for that suggestion :) Also, in case you didn't know, you can shoot those guys without getting penalized ;)


  11. Delta, I have seen that also. Could be something can be done, but so far I haven't found anything on it. For the ALICE civs, I only assign them to an EAST group and give them the gun.. for the random armed civs, I create them on fly (in EAST group) during interrogation, then give them a gun. Maybe they can't decide if they really want to go through with it drawing the pistol hahaha.


  12. It's all good Delta. :) Glad you are liken the mission! With the Civs, I've used the detain script , which all ALICE civs spawn with, to give chance of being armed so in order to have random civs turning hostile would require a new method.. at the least, just spawn some randomly would probably do the trick. The problem is your units will shot them down pretty quick since they always determine them to be hostile before you do. I'll see what I can come up with on that on. Also on the random start positions.. I'll give it some thought too. Thanks for playing/testing and giving feed back !

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