Sixth
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Hello, I just updated the Insurgency generator to 1.2! The highlights are: Tasks: * Targets in the assassination mission are changed to CSAT military advisors. The CSAT military advisors can flee to buildings when attacked * Mission includes three new road checkpoints. One of the three checkpoints also includes captured friendlies that can be freed in a new task. * New task: Shoot down a helicopter/UAE * Generated missions should now be more random. However, missions generated around small towns in remote areas will still show less variaty. * In the get intel task, the satellite phone is replaced with a friendly resistance fighter that can be added to your squad. The task is also now always located close to town held by the enemy. Enemy support: * Enemy helicopter/UAE support is now infinate, i.e. aircrafts shot down will be replaced with new ones. Please give feedback on this. * Enemy mortars should now be slighly more trigger happy Mission start/base: * It now possible to increase mission difficulty by showing disrespect to the generator in the desert at mission start (by shooting). However, excess shooting will be further punished. * Squad members are no more present in the desert. * The location of enemy held town is now shown in the map once mission has been generated. * The function to take a nap has been moved from the stool to the painkiller box Download from below: https://app.box.com/s/p6o9svjozmg0x94ee1sx
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Thank you for the feedback! I will consider all the suggestions. While I have had recently less time for mission development, steady progress has been made. I have mainly tried to address the way the tasks are placed on the map to increase variaty between play troughs and to add new tasks.
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I can change the mission so that it can easily be convertend to a new faction. Maybe it's the easiest way to go. I'm almost done, just need to find a way to make it more convenient.
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I'm glad you like it. First, you may have to change the "resistanceHQ = createCenter resistance;" parameter in the init.sqf file according to your pland faction. Second, you have to change all the class names of generated units types in various script files. Changing the faction can be a tricky thing to do.
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There is no support for caching. The caching is a new thing for me, interesting. The unit count in Insurgency generator is fairly low I think (about <50). I'm very happy to get feedback from the mission and especially about how you find the new enemy support (mortars, helicopter and mechanized infantry). Is it too effective or ineffective? I was hoping that the new support system would make the the player sweat a bit. Have you encountered problems while playing? New ideas are also welcome!
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Hi. The mission has been updated: Update to 1.1 i.e. the REINFORCEMENTS UPDATE! Enemy forces now have support that includes mortar, helicopter and mechanized infantry. Due to this the mission should be more challenging. Tasks have been adjusted i.e. less epic killing is required. Added more resources to base: ability to wait unit nightfall, healing, more weapon choises, although less anti-tank weapons and laser designator no longer available. I hope you enjoy the changes! For more information and screenshots please visit Steam workshop pages of the mission: http://steamcommunity.com/profiles/76561197960658775/myworkshopfiles/?appid=107410 Mission file is also available from here: https://app.box.com/s/5vtajdg5s911l4njbu8q
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I have changed the 'kill em all' task so that there is only a very spesific target. I also added an option to 'sleep' at the base so that it's possible to play the mission during night time also. There is still a lot of testing to do... :p Thank you for the feedback!
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The 'friendly while driving' idea sound nice and simple. I guess it would be so that it would work only untill player has been detected for the first time? I can experiment with that. However, I'm more cautios about the ambient trafic. I'm not sure if AI can be trusted with driving, especially as most enemy infantry are placed over road. I could be possible to generate some civilians near the tasks, but not too many to keep up smooth performance (fps) of the mission? But anyway, I'm currently focusing on adding reinfocements for the enemy. This would include: mortars, mechanized infantry and a gunship. Better too hard than too easy? :)
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Hi. I uploaded the mission to my box.net. Thats the best I can do right now. Here: https://app.box.com/s/kck1ztbmhvf969r2up4c
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Hi! I have been making mission since OFP for private use with friends, but now I have finally managet to get something realy out. Introduction This mission offers player a challenge to engage in guerilla warfare against superior in numbers and unpredictable enemy during each play through of the mission. Mission is generated around a randomly selected town in Altris in the beginning of each play through. Furthermore, each task or submission has its own set of randomly selected parameters related to placement and composition of enemy force. Mission In the beginning of the mission the location and strength of enemy forces are unknown. Altris has recently taken over by green aggressor forces by storm. Surviving friendly forces are dispersed and disorganized. Player will get intelligence information on the enemy only after establish contact with outside intelligence service. This requires driving through uncertain terrain. After gaining intelligence, deliver a blow to the enemy by completing three tasks: Conduct sabotage, eliminate a sniper team and clear an area with concentrated enemy forces. For more information and screenshots please visit Steam workshop pages of the mission: http://steamcommunity.com/sharedfiles/filedetails/?id=244013995
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Hi. I have tried to get my Bf-109 model to O2 and I have succeeded. But the model was 1845 polygons in Rhinoceros and then 3500 in deep exploration and finaly 4000 in O2 So do you have any usefull advice to prevent this mystical rise of the polygons http://www.kolumbus.fi/lauri.lindfors/Me-109G-6.jpg