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Coins

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About Coins

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  1. Coins

    Check Move MPmission--better than C&H!

    Heh, well there still are unlived spaces and barren land, at least to begin with! You'll find it suits everybody to be moving together, tanks and infantry especially. For infantry, you'll know roughly where the front is and can truck it at least part of the way. If you want to play it safe, you can truck and let your AI walk the route. I think the main worry for many reading this is they may think infantry will be huffing and puffing running through open countryside. This is not the case, unless you somehow got yourself stranded on the far side of Malden! UPDATE: Thanks to Shrike and Zeus server for hosting my map. Apparently the mission is not exactly the same in multiplayer. The flag and marker shake around a lot, I think because their locations are updated constantly and therefore tasking? I guess then the mission is probably not worth keeping on the server. I would try to fix the problem, not quite sure right now what approach to take. I could have the flag's location update only every 5 secs and marker to update only every 15 secs...
  2. Coins

    Flashpoint Community Hardware Specs.

    Yeah I'm sure you want to get system specs from gamers of all types. Better to use the web form. Isn't there a way to ping our computers for this type of info?
  3. One that is believable and has a believable background. Challenging but not frustrating-- allow alternative approaches. Not having control over allies but also not having them rely on you for survival. A good mission makes me feel: -angry or sad if I lose but not frustrated so I give up -relieved afterwards -anxious about an upcoming encounter but not dreading -immersed -lucky if I survive or complete the objective -like I want to shout encouraging phrases to the AI
  4. Coins

    Check Move MPmission--better than C&H!

    I should also mention: -no addons required -compatible with 1.96 -briefing and radio commands in English So what are people's impressions so far? Did I mention this map includes heavy tanks, APCs, choppers, support trucks, special forces, AT infantry, and just plain old regular infantry?
  5. Coins

    Un-Impossible Mission

    If you really want a challenge for making an impossible mission, start the players off in attack helicopters and tanks (fully fuelled, armed, repaired and with support vehicles). I've noticed all the hard coop missions are infantry-based.
  6. 11-11MTFgrp Check Move supports: 22 players respawn: group Advantages over C&H: -free-style -action concentrated -defence just as essential as attack -armour and air -infantry have a role -no tedious lengthy walking -strategy, strategy! -dynamic -mission adjusts to suit number of players Disadvantage over C&H: -group respawn (my choice, I could have made it base respawn) -no cooperative mode Other interesting features: -grid locations, not exact locations shown on map -action moves over half of Malden -well-placed skilled soldier can disrupt an advance -alternative ways of advancing (default is straight towards enemy HQ) You can find my map on my site here: Check Move
  7. Coins

    Good music

    Isn't there a sound pack that comes with the Unified Zombie pack?
  8. Okay, Angelfire won't allow for direct links to downloads, so I made a webpage for the download: Check Move Enjoy
  9. OK the links didn't work, I'll post the files up some other time.
  10. Here it is, the MISSION FINAL, available in .pbo for those who just want to play it, and in zipped format for those who want to extract the mobile flag front feature for use in their missions. Go ahead and extract as much as you want from this demo mission. Included in the zipped format is a readme listing the triggers, game logic and markers I used in the mission editor. No addons required!
  11. Just in case anybody was following this, I think I almost got all three of my problems solved, so I will be releasing the demo mission so that mission makers can have an idea on how to use the mobile flag front with group/side respawn. I decided to waive the multi-squad idea because it got too complicated and would probably create a lot of lag. So instead AI-led squads will be destroyed 3 seconds into the game.
  12. Well I have been working on a mission that incorporates the mobile flag idea. It's still unfinished because of a couple issues. If someone can test this out and help solve these three problems: -need a way to keep flag in control of side that last controlled it, even if side not always in its trigger radii (if you're taking a look at the mission, this may be helpful: East and West rely on two triggers each--what's needed is a way to keep a side's triggers from auto-deactivating if the enemy's triggers are deactivated) -need multiple squad control for a commander on each side if some playable slots unfilled (because not always easy to get 22 players)--Golf,Hotel,India and Juliet radio commands are available for use -need radio activation based on side (because East can move flag when West controls it and vice versa) As it is now, the flag automatically moves to the opposing side's zone unless radio commands are used to move it in a cardinal direction or halt it. A square marker gives a grid fix on the flag instead of an exact fix. The purpose of this mission is to demonstrate the mobile flag idea so mission-makers can use it in improving their missions. EDIT: It should be easy to navigate through the triggers because I arranged them in a funny pattern . 2ND EDIT: OK I solved the first and third problems, all I have to do now is find a way to include a primitive multi-squad system or perhaps delete the AI-controlled squads by checking if squad leaders are alive in first five seconds of game.
  13. Coins

    Your ofp skills

    Distracting the enemy and annoying my team with continuous M60 "indirect" cover fire. Driving motorcycles off cliffs and surviving (you have to land in a certain way not to get killed--try it!) Bailing out of choppers without notifying the crew. Driving a tank half-sober. Holding the line single-handedly as a heavy grenadier.
  14. I got a problem, it said an addon was missing. Anyways, I took a look at the script. So does it run well in MP? I have something you could add to the flagmarkerpos script: flagposX=(getpos frontlineflag select 0); flagposY=(getpos frontlineflag select 1); flagposX=flagposX-(flagposX%1); flagposY=flagposY-(flagposY%1); frontlineflag_m setpos [flagposX,flagposY]; I haven't actually tested this, but what it should do is give a grid fix on the flag instead of an exact fix.
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