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cyclone83

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Posts posted by cyclone83


  1. The campaign seems to have a strange bug. Right after camp/patrol when you should "relax", at the MAP screen an error window appears complaining about a missing m107 something no longer exists. The m113 heads through the town even before the dialog between the two buddies next to the player begins. Berghoff follows the m113 by foot, nothing else happens. A few minutes later we get a chat about asking for support. A WP appears about 2000 meters where the m113 should have taken us.


  2. Hm, actually the waypoints shouldn't be hidden. When the player starts the course he is forced to the track's end by a waypoint. As he reaches this waypoint, he's forced to the start/finish by another waypoint. If he reaches that one within 30 seconds the next WP out of the course shell be "activated" or given free. If the player takes more then 30 secs, he must do the course again. It should be a kind of WP cycle but I don't know how to get that managed at all.


  3. Hi guys,

    I've build an obstacle course in a mission that has to be successfully completed in 30 seconds by the player. If he does so, his next WP shell be available. If he fails, he shell try again untill he gets it.

    I tried several methods with triggers synchronized to WPs but it just doesn't seem to work :(

    Please can someone help me on that, I'm sitting on this for months up to now :j:

    Thx


  4. Wind / storms is a good point! Only imagine flights ^^ Also sea waves getting larger by strong winds may become importend for sea battles. Animal environment also could get us in totally new situations, thinking of getting bite by a poison snake, or lacerated by wolfs or bears ^^


  5. @Goos

    Your statement may be right in relation to 2-3 years old systems. Furthermore we'll have a new engine with nowadays features support ^^ PLUS: Civilian could just be processed and pictured in players visual range. Of course this only counts for SP, implemented by a module placed in the mission editor for example.

    Would do great to the overall atmosphere!


  6. Less robotic is a good tag. Especially between fights there should be conversations about the feelings and current mood of the soldiers. Up to now I totally miss the soldiers shouting while they're in combat, we get no intension of fear, anger etc. Same goes for the civilian. At the moment the AI almost seems free from any emotions, auditory as well as gesture, whereby the whole atmosphere suffers from :(


  7. I would go for non spawning troops but instead placing reinforcement troops at the inland, who move up when their alpha troops got almost all killed. So there would be an accurately defined number of enemies which have to get eliminated. You still wouldn't know when or where they will welcome you, but you ain't got that nasty tiring endless story ;) Also the map's size can easily handle this amount of AI. Triggers and scripts brake down smooth framerates not less, you know ^^


  8. First, thanks a lot! :) I'm sure I'm not the only one who waited for this one ^^

    Did it already my self though, for sure I'll check out what you got here this evening ;)

    Personally I recommend placing fixed AI units and groups, maybe give em individual or variabel behaviour under special circumstances. But when the player shoots a group of let's say 5 enemies and short time afterwards they're being spawned right back again and again, it can get really frustrating and seems everything but real. In those situations I always use to think by my self "God dammit, I just killed da whole group, what hole did these ones crawl out of again?!". Quite annoying :D

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