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Blazen

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Everything posted by Blazen

  1. Blazen

    Warfare Updated! v1.5

    Quit with the I'm sick of getting killed by helicopter BS and up the view distance already so we can kill them! Â You take away the helicopters VERY expensive advantage and you have nothing more than a moving target. However it's imposible for ground units to destroy helicopters and planes at the distances they are targeting ground units. Perahps an option for limited air at lower view distances and advanced air at higher ones? Any other thoughts on this?
  2. Blazen

    Warfare Updated! v1.5

    I thought the towns in northern Sahrani could have been done better. For instance there's a few towns up there that could have more than 3 waypoints. Almost every town in the south has 4 waypoints not just 3 like has been added to north. Overall good job but I don't like the extra distance on fast travel. Although I'm not real keen on the whole fast travel thing anyway. I mean if you can just warp yourself anywhere on the map it would take away from the whole squad base combat and players using thier AI at all. I would like to see a way to spawn at bases without the use of the MHQ, alot of people would like to see this I'm sure. Also the abillity of the commander to transfer units to players would be nice as well. Giving the commander the abillity to buy units for players or even AI he controlls would be nice and is OFP style MFCTI. One other request I hear alot of from the community is an option to set view distance at the begining of the game. I mean 1200m vd is ok..... However 3,000 would be so much nicer. It's almost impossible for tankers to do thier job at 1,200 vd when Cobras and KA50's are up there shooting you from these ranges using radar. Overall great job and keep up the good work!
  3. Blazen

    Warfare v1.0

    1. I experienced the Arty Bug when playing this mission which really sucks when you join a server and the team you joined up to is getting artillery nonstop on thier base lol! Solution: Turn of the Arty for now when game starts 2. The supply lines I thought was a cool addition to CTI since the ole OFP versions, however the AI pathing in ArmA still has much to be worked on, and trucks seem to get stuck in large traffic jams in towns. 3. I also found that if you move the MHQ late in the game it WILL end the game automatically. These are the buggs I found last night. Only complaint I had with the mission was that the commander cannot assign officers troops or vehicals. It would be nice to see this in later versions. Also, and I don't know if this is a bug, the ressistance don't carry M136's. Basically means if you take a town occupied by a ressistance with a tank they can't kill you unless they have a tank themselves!
  4. Blazen

    L!nkCTI Coming Soon...

    Binkster and I worked on the first MFCTI conversions along with BBQ BoB. The mission was coming along well until sombody supposedly got word from MF that a conversion was in the works. There were alot of bugs when we left the mission but it was coming along well. Then about 8months later I started testing the Doolittle CTI which also started to come along very well until new word supposedly came from MF that it would be out by the end of march into april. lol end of april now and still nothing so..... These two CTI's were really good but like I said the both had thier buggs. However you may want to check them out because I'm sure there's alot of good scripts you may want to use for yours. Also if you need testers or sombody to do some minor script editing I would be glad to help out. Just don't be like all those other guys and quit because some Ahole out there wants to impersonate Mike Melvin and let down the entire community and stall projects that were doing great without him.
  5. Blazen

    Gamepad controller for flying

    I use the Gemini Recoil PC game pad. It's pretty nice when flying helicopters. I never really got into flying planes, even in OFP. However this works great. I use the duel analog sticks to steer pivot and increase/decrease elevation. I have two target buttons two buttons used to scroll up and down the scroll wheel options, an action button, a fire button, and a mini map button. best thing is that the regular controller on the left (highhat) works like track IR enabling the player to turn your head while flying. Of course it's much touchier than Track IR, but it's nice to be able to look right left up or down quickly while flying without touching the keyboard. The downside to this controller is that the highhat is a little to touchy in my opinion and the controllers wire is very cheaply made.
  6. Blazen

    MFCTI Capture the island

    lol If BI manages to fix anything wrong with ArmA without F@#$! up 2 other things for every 1 fix I'll be impressed.
  7. Blazen

    Doolittle CTI

    You gotta build a respawn from a repair truck to respawn at other locations. I agree with Brit on the time table. IMO it should be 4 hour days. I've been in plenty of CTI's that lasted over 3 hours but when the 4 hour mark hits people ussually start to drop out and quit anyway. Maybe there should be an option to set the time before starting the game?
  8. Blazen

    Doolittle CTI

    I agree the commander should be able to give the AI officers some sort of direction. Me and a friend had a conversation about this last night. First the commander could have the option to move the Helipad. Perhaps this could be done if the commander pays for it. Or maybe there could be rules to moving the Helipad like it can't be built out of radio tower range. Secondly, the commander should have the option to set waypoints he would like the AI officers to go to. In OFP I think this was done by press and holding shift and left clicking on the map. Dunno if this works for ArmA but it would be nice if the commander could tell the AI's where he needs them to go, and where he needs them to respawn at.
  9. Blazen

    Doolittle CTI

    See first post for download link.
  10. Blazen

    Doolittle CTI

    Playing the last few versions there have been ALOT of changes and it looks like DLCTI is coming along VERY NICE! I was most impressed with the AI changes. It seemed there was alot more ressistance in and out of towns which not only made it very hard to hold a town but also to capture the others. The fixed AI scripts really made a difference serverside, and playerside as well which made the game a 10 to play for lag factor. There were also many enemy air sightings, although we thought not enough. I think it would be a very fun game this way playing two teams. The biggest complaint was that the Enemy bases always spawn in the same spot allowing players to simply camp that spot to prevent AI from taking towns. I hate to even think about asking for an AI commander that actually builds a base, but we actually had a player come into the game and go staight to the enemy base and spawn kill them for like 45mins /rolf. In MFCTI I believe each AI officer spawned a different unit depending on if that building was available to build it. If the enemy commander could build a barracks, garage, tank factory, and airport at the beginning of the game; the AI Officers could then build whatever they need to spawn thier squads until that building is destroyed. In addition the AI commander would fortify the base with his own troops. There would be no players hunting for the enemy base until they could either destroy it or put a hurting on it. Â Also is this still capture all towns, or destroy enemy base? I was under the impression you could win either way. What we did was build a base and watch how the AI react and take towns, build reinforcments ect.... We then satcheled our entire base and destroyed the Ural. We found that the game didn't end... we were just stuck without any buildings and no way to rebuild lol. We were thinking it should have been end of game? However taking all the towns did result in a win. One other thing of concern was the unmanned vehicals lying around the battlefield. After awile there were quite a few vehicals lying all over the place. At one point into the game I think I counted 3 M1A1's, 2 M113's, and a couple 4x4's. The problem is that when an AI dies in a vehical, other AI's won't enter that vehical. There should be a time limit on vehicals that are not locked by players to despawn. This would not only free up lag (not that we experienced any), but also keep battlefields from becoming too cluttered like that. When a player buys a vehical it needs to be unlocked. If you could lock the vehical before leaving it stationary to prevent it from despawning this would also be cool. There's plenty of money in the game once players get a few towns, so vehicals shouldn't be an issue. If players plan to repair a vehical they should have at least a reasonable amount of time before the vehical despawns due to abandonment. Also it would be very cool if a player/commander had the option to buy other players vehicals from the factories. This would be equally as cool as the transfer money scripts Lastly, towns taken by players should not spawn reinforcments. This should be supplied by the player and makes it to easy for players to take other towns and keep the ones they have already liberated. It's nice that when Enemy AI takes a town they get reinforcments because they cannot buy things on thier own, however a player should have to use his AI in order to occupy towns and build front lines. Here's a list of bugs we found during the game: 1. Â Can unlock vehicals but cannot lock them (Urals and Bough Vehicals). 2. Â Weapons crates that can be dropped from the radio tower have no NVG's, Binoculars, or Laser Designators in them. 3. Â When you order an ammo crate from the radio tower it drops to far from the player. 4. Â Prices still need some tweaking, players felt that things still need to be more expensive. 5. Â Enemy AI despawn to quickly after being killed. Players do not have enough time to rearm off dead bodies inbetween fire fights. This is what I found from testing V27 - V29, Keep Up the Good Work Man! Â Â
  11. Blazen

    Doolittle CTI

    Very nice I'll try to get some folks together and test tonight!
  12. Blazen

    Mission idea

    Evolution did the reinforcement thing. It's the whole point of destroying the radio tower so that reinforcements are not sent into the city. You can actually see convoy's coming into the cities and they come from different directions each game. Of course what really happens is when the AI die they respawn in the form of convoy's and squads around the city. It would be nice to see real reinforcements coming from thier actuall posts in other cities, however it would be a lag fest when your talking 15+ towns.
  13. Because ArmA is not VBS2? lol
  14. Because ArmA is not VBS2? lol
  15. Blazen

    Evolution (Red+Blue)

    The officer mission has been buggy since I can remember lol. Somtimes you can somtimes you can't type of deal. It also really really sucks when you kill the officer, but depending on the way you kill him somtimes you don't lose points. I ussually satchel charge him or have an AI target and kill.
  16. Blazen

    Doolittle CTI

    Well I never thought of it as cheating AI lol. Was thinking of a way to have AI defending the town without causing lag because of to many AI on the map at one time. This has been used in many CTI maps as well as popular maps like Evolution.
  17. Blazen

    Doolittle CTI

    Well we tried both ways, AI on and AI off and still didn't see any air vehicals. Might have been because we were able to take the towns so quickly. Everyone likes the way the AI leave the towns. I wouldn't change that at all. I would add a trigger so that when players enter a town more AI from that side spawn to protect the flagg, but only if it is a side thats not being controlled by players. One member came up with the idea of 35 troops, consisting of 5 squads of 7 with a couple armour units for protection. Weather and time of day worked great. There was no complaints there. Just need ALOT more ressistance and the money is way to easy to obtain at the moment.
  18. Blazen

    Doolittle CTI

    Tested playing OPFOR and Independent only modes. The first game was with 3 people the second with 5. First game we turned off all AI except players. The ressistance still leaves the town after taking it allowing players to simply drive through and take the town. There needs to be ALOT more ressistance. I like the fact that ressistance leaves the town to go and seek out the enemy. However, in the single team modes, there needs to be a trigger so that when players enter the town AI spawn to protect the flag. Or perhaps towns that are controlled by AI forces that do not consist of a player commander. The second game I commanded and within 10mins of game play we controlled half the map and had a base built complete with Airport and two repair and ammo depots. within 15mins I had a Cobra in the air as the commander even after building base. Within 30mins we won every town. It was WAY too easy. Money should be somthing the players have to work to earn, not handed out with ease. Bugs we found while playing were: 1. Couldn't figure out how to transfer funds. 2. There are no G36mags in the Independent ammo crates 3. Still did not see any enemy air vehicals at all. 4. Don't quote me on this but I do believe there is an Independent M1A1. The current M1 in the Independent Tank factory is BLUFOR. 5. Ammo depot doesn't place in front of the commander. It places offset to the left. Suggestions players had during game were: 1. Bring back the mobile HQ and get rid of the Ural and Helipad to build things with. Players should start with a couple trucks and an MHQ only. 2. Ability to build walls 3. Ressistance needs to spawn when you enter, or engage the towns. Say, 35 soldiers in 7 different squads with a couple pieces of Armour to support the squads in large towns. 4. Either make things more expensive or make towns ALOT less money. Perhaps players could get money for the kills they recieve? 5. Much more and more difficult ressistance 6. When building base the abillity to choose where you would like to place a building before actually building it. 7. A defend the base option so the AI that leave the towns taken to support them actually seek out the Enemy HQ's instead and towns controlled by players.
  19. Blazen

    Doolittle CTI

    Let the testings begin !!
  20. Blazen

    Sahranilife Vs Sahraniville

    I think that Sahrani Life needs to be trashed. The whole game needs to be reworked. The flags need to dissapear and be replaced by buildings, items, and NPC's. There needs to be missions for the people to interact, play, and work with. Scripts need to be added to the game so that once you begin the game as a civ or cop you cannot change sides like in crCTI. The police should start with 9mm. and have to train in order to use better weapons. The civs should have NPC's that offer thier services in order for Civs to gain money and weapons in the game. Using menu's to do thing's like lock your vehical is complete crap, and should be in the scroll down menu for the middle mouse button. In order for a civ to steal a locked vehical there should be an animation such as kneeling down at the vehical for around 30sec. These are just a few ideas we have discussed for quite some time.
  21. Blazen

    Doolittle CTI

    I think I know what happened because this happened to me as well the first time I tried to buy vehicals. If you click manned and then click ok you get one manned and one unmanned. If you click ok you just get one unmanned, or if you click manned and then cancle you get just one manned. Kind of confusing perhaps the name of the buttons should be a more clear. Like a manned vehical, and unmanned vehical buttons. As far as the pricing of towns. I'm thinking this would be good if the commander could set team percentages for the money pool and if players occupying the particular town earned more than those who did not. If everyone were to get 200 per town every 30sec. teams of planes would be up and flying in under 30mins. Say you have two teams of 10 that take 5 towns each within the first 15mins of game play. If each town is worth 200 and each individual person on both teams would then generate 1000 every 30sec., 2000 every minute, or 10,000 every five minutes for a grand total of 100,000 every five minutes as a team total. Thats alot of excess dough for players that may take a team of tanks on a ten minute trip. I would say that 200 would be a good price for a large town without a money pool controled by the commander but honestly only testing it first with multiple players could tell.
  22. Blazen

    Doolittle CTI

    I found some more last minute problems tonight. 1. Â When a squad leader leaves the game his AI stay, but don't do anything (hasn't been tested with dedicated server) 2. Â AI that spawn to protect towns often leave allowing players to just simply drive through and take flags. I would suggest leaving the roaming AI that spawn when a town is taken and adding AI that sticks around the town Area to protect the flag. 3. Â There are no G36 mags for the independent team in the ammo crate.
  23. Blazen

    Sahrani Life

    looked like an ammo bug to me, when one or two magazines don't fit and there's tons of duplicates everywhere on the ground. wish I had a pic of this. It happened to me at the terror camp and I believe I was loading a 4x4. We had RPG's and SVD mags all over the place; it looked just like OFP ammo bug. Funny thing was me and my cohert in crime thought we would be nice and pick it all up and ended up making even more of a mess when we overloaded yet another vehical lol.
  24. Blazen

    Sahrani Life

    I have many goals in life don't you? I would also like to see a QG version of this. There's alot of very cool units like say the spy for cops?
  25. Blazen

    Doolittle CTI

    Can't wait to test the new version! This CTI is really coming together. Any luck with the transfer money and buy vehical scripts in the new version?
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