Snake Raper
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[SP] Punishment Battalion, scored 9/10 at Ofpec!
Snake Raper replied to leehunt27's topic in ARMA - USER MISSIONS
>>>>>>>>>>> Spoilers I rather enjoyed the mission as it made me go into survival mode right off the start. I fell back on my OpFl Res days and began taking every weapon and ammo bit I could and stuffed them in vehicles. I found that by the time I attacked the armoury in Bagango, I really didn't need anything there. I found that the clusters of 3 UAZ MGs scattered about were a little on the "fake" side as they were on each other or on another object and very unresponsive (maybe I was just real sneaky). I spent large amounts of time wandering the roads in nothing more than a UAZ and was only engaged by a Heli once and a soldier once. The roads were very empty as I found that the QRF vehicles (M113, T-72, BMP etc) were driving across open ground and often overturning due to terrain. This meant that I didn't really have to fight them and only engaged a T-72 and BMP (other than the QRF that came to Bagango when I attacked the armoury) while on "patrol". Once I had the BRDM AT, well it was over for any armour at Pita as this gave me the ability to get into the base and take the T-72 which ended the game (you can repair and rearm through the wall without exposing yourself to the tanks on the runway). Not sure if it was intentional but I would suggest moving them farther away so one cannot "exploit" them. By ending the game, I mean I just drove about and shot or squished everything I missed the first time through. Although I had several close calls in the BRDM with RPGs flying about. Again, I really enjoyed the mission but it did feel a bit "sterile" at times. Thanks for your work and time spent. -
The problem with most dosimeters you are apt to find in a combat environment require a reader, meaning they don't give instant indication of radiation. Those that do, generally are one use and dispose. I like the idea of a geiger counter (meaning I like the radiation too), as it can be used again and again. I don't think the radiation should move or be traceable in the sense of it being plotted on the map. If you could make 5-10 radiation zones that spawn somewhere random (or have a random probability of being present like the ammo and 4x4) and leave it up to the player to find them. Make the geiger counter cost some money and a rad suit cost more money, and you could make the rad zone missions worth it, and you have a real nice side plot/goal.
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Ah, the sweet smell of progress, I was getting worried for a bit there.
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I had a quick go at it last night, noticed the fixes pretty quick. Happy I can now rescue survivors, but what was funnier, was that my buddy and I could steal them from each other. The option to rescue still shows when they are already rescued (and when they are dead), was this intended? I like the random fuel, we ran out once but it was in camp so it was not a big deal. Could have been though, and that is the good part as it adds that element of 'don't run out of gas, don't run out of gas, aw crap <insert squishy brain sounds>'. Good stuff, keep it up.
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Just a quick note on fuel. In most car like vehicles, .01 = ~40 seconds of fuel. In most large military vehicles .01 = ~1m20s of fuel By rough extrapolation, .1 = ~ 6m40s, 1 = ~1h6m40s. Fuel use seems independent of speed, you get 40s if you are slow (Q), average (W) or fast (E) so you can get farther at high speeds with the same fuel, which doesn't make much sense but there it is. The time does not however run if the engine is off, but will if the engine is on and the vehicle is not moving. To my knowledge you cannot add fuel (like add .1 to .01 to get .11), just set the fuel level. I am making a mission where fuel is important, which is why I did the testing.
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They should attack you as soon as they see you. They have the same detection as other AI, meaning if you look at them, they are more likely to attack even from relatively long ranges.
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While you're at it you can get 1.12b. I thought you were looking for something other than the vanilla wood fence made of sandbags. Not sure why they called it that, but it is consistent with the other odd names.
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The VTE mod has some decent sandbag walls, but it has been a while since I played with it.
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I would have to agree with you there. One of the things that make most add-on units hard to use, is that they become too specific. Generic versions of any specific group/unit people will always be a bonus because of versatility. Love everything so far though.
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Is it possible that the gunners are getting a negative rating from killing the zombies and being shot for it? Sort of the same way you notice you are "red" when in a vehicle. I have been shot out of a vehicle by a survivor and I thought it was a fluke caused by him shooting a zombie behind me, but nope. I was the only one in the area and he shot me dead in one deliberately. This was in an MP session with my buddy hosting on a non-dedicated machine. I have noticed that AI can have difficulty seeing through wire fence or barbed wire, as if the model is solid with very small gaps of opportunity. This maybe why the zombies can sometimes get in easily, the AI gunners can't see them and thus are not tracking them. Or they see one, turn to look and miss another coming in until too late, the other gunner opens on it killing the first one who was oblivious to the whole thing.
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As far as I can tell about the own troops attacking, it is your rating relative to them. The Yomies have a rating of -50000 so they are enemy to everyone yet they are still technically on the independent side. If you are playing on the independent side as well or are BluFor and have them set to friendly with the independent side, killing one gives you negative rating. Just as if you shot one of your own men. I got around this by giving myself a rating of 50000 so I need to kill a lot of them (and I do mean a lot) to have my rating drop down to where I am considered an enemy. The strange (or perhaps not so strange) thing is that it doesn't matter how many my teammates kill, they do not attack each other. Essentially you can also rig up a script that gives you a positive rating when you kill them, similar to earning money for it. At least these are my observations.
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Outstanding.
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Damn, I can't wait to try this new stuff out.
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I was hoping you would bring up Fallout, it is well suited to this. So many things are possible and so little time to work on them.
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Just did a really quick play with your new stuff, and I do mean quick. Loved the walls, the tall ones were very impressive, but very hard to line up in the editor with the tank icon representing them. The women look real good (not sure about the earrings ) and I hope you get everything figured out for them. Oh and the pipe bombs were a nice touch. The "New Order" units are looking good as well. Without the armbands and ski-masks these could also work as PMCs. The propane bomb produced an error stating that the .paa was not present. Really good stuff, I have all kinds of things lined up.