The_Captain
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Everything posted by The_Captain
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can only carry 7, actually... it's a "feature", not a bug... The UH1 C was underpowered, and couldn't carry all those weapons AND 8 troops... still, I wish it held 8...
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I'm going to babble now about my new mod that I'm releasing shortly to the public. (Edit: Can a mod please move this to A&M: complete?) If you don't want to read the whole post, I'll give you a brief overview: -Homeland Security is a mod for OFP based on the popular Global Ops/Counter Strike gameplay "frame" - But don't fret! It's much better than either -The mod forces people to cooperate to win - If a team doesn't cooperate, they usually lose, so random people actually chat and form strategies to up their chances -The mod not only makes use of all OFP weapons, but people actually use just about all of them by their own free will - including berettas, submachine guns, and "lesser" assault rifles like the AK47 and Xm177e2 - no 15 person teams of respawning G36 snipers!... well, not unless that team is winning and can afford them -The mod has a virtual economy - The usual money for kills, and for winning the round system, which is then used to purchase weapons and equipment -The mod is centered around small arms combat - No flying choppers or driving tanks.. though APC's and other ground vehicles make an appearance -Classes! Pick from recon, sniper, demo, heavy, or commando - makes a big difference in how you play, because each has special abilities and weapon pools. A well balanced team uses all of them. -Small teams - Teams are limited to 6 players to encourage teamwork and the importance of each player -Round based gameplay - You play one round after another, with only one life per round. Your successes or failures in each round affect the next, so people really try to both win and survive, and don't throw their lives away meaninglessly -Current objective is "assassination", where each team tries to kill the enemy leader to win, but they also have to protect their own. If one leader dies, the round ends. -Small combat arenas - usu. 600 by 400 meters -Randomly generated missions - Engine picks a spot to play around nogova for the full 6 rounds, and changes insertion points, time of day, and weather for each round. (What? People actually using NVG's in MP without complaining?) -Tactical combat, instead of sniper fests -> teams stick together and move around the map, picking their engagements, instead of setting up sniper walls, blundering into each other, and instantly respawning. -Randomly generated maps -> Randomly placed and appearing objects, changing insertion points, and cycling time of day/weather. List of cool things I've discovered in weeks of beta testing and countless hours of play: (They're not bugs, they're features! -Random car chases -Tactical assault of buildings where a leader is hiding - Yes, CQB assaults of a building as a *decision* by *random people*, not forced by a map designer -The fact that people will actually use a handgun over an assault rifle, so they can save up for something deadly -New shotgun weapons that BLOW people into the air. -Booby traps, sniping, and combat with knowledge - You know where your target is, just not his buddies -Random car chases Balanced team classes and the need to rely on your buddies - Call your sniper to take out far away targets, your demo boy to blow up a car or building, your commandos to storm a building, your recon guy to spot targets with his Motion Tracker or call in airstrikes, and your heavy guy when you need extra firepower -The need for supressive fire - they want to assault your position, so you spray and keep their heads down -Apprehension and anticipation - You know they're coming... but where are they? How many of them are there? -The fact that by the end of a game, people usually know the names of their teammates from chatting about how they don't want to die - and it makes a team pretty strong when that happens, because the people on your team are essential to your survival and success, they're not just nameless targets -The hide body command - It's great to strip an enemy's corpse for weapons, and then hide the body so the former owner can't get his guns back -The fact that teams stick together - Since at the beginning of a round, you're inserted in the same place, teams usually stick together or split up into small groups -Random car chases - When an enemy hops in a truck, often people on the other team will also get into a car, and proceed to chase each other around - Because it's fun. -Shooting out lights -> It's fun when the other team forgets their night vision And finally... -That feeling you get when, as the leader, your whole squad just got cut down, you're hiding in a building with half a clip in your glock.. and you can hear the terrorists breathing and walking around in the next room, hunting you.... I'd say one of my favorite multiplayer strategies is, in the first round choosing the "demolitions" class, and loading up with a satchel charge for $750 and not even buying a handgun. Then, while my squadmates cover me, placing a satchel charge in the bottom floor of a building (usually petrovice). Then, you just wait for the enemy to storm the building looking for you (or whoever your leader is, because they can see him on the map). Once they get near the building, or come inside, you blow the charge, and have snipers on your team in the surrounding buildings take out the stragglers. In urban environments, though, sniper class and heavy class are both pretty deadly as well, and the commando with his XM177E2/AK with underslung shotgun is the perfect class to storm a building with. You just can't say no to an XM with four semi automatic shotgun shells, when you can't be bothered to aim at the guy two meters in front of you. The best part is, people that have never played together always end up cooperating to some degree, Â because if they don't cooperate, their team starts losing rounds, and people can't buy those fancy weapons they wanted. With cooperation, you'll start to build up enough cash to buy expensive weapons, but if a team is disorganized and runs around and dies, then they need to start working together. One of the greatest parts is that maps are usually pretty close in score - Usually teams are pretty evenly balanced, and teams alternately win rounds as they get better, learn, and pick up better equipment. It's not terribly hard to come back from near defeat and kick some ass. Okay, the mod structure is this: Class Selection: When the game starts, everyone is in a helicopter on their respective side. Players can choose from one of 5 game classes, Recon, Demolitions, Commando, Heavy Gunner, and Sniper. You can only choose your class once, at the beginning, and you keep it for the rest of the map. Each class can purchase different weapons. The Map Overview: This screen pops up, and shows a view of the map's randomly generated location on your screen. It notes the insertion points for both teams and gives you a few seconds to think up a strategy. Insertion & Weapon purchase: All players will then be placed in a helicopter, which will fly them to the mission zone ofr the first round of play. All players have 30 seconds to buy equipment. The Mission: You are then transported into the mission zone. Note that the time of day, weather, and your insertion point change each round, but the mission location stays the same. Each mission round lasts for five minutes. The "Assassination" objective consists of trying to kill the enemy team leader while keeping your own alive. If the leader on one team is killed, or the time runs out, the round goes to the debriefing. You receive money to buy equipment by killing opponents and killing the leader. Kills are $250, and if the enemy leader is killed in any way, your team receives $750. All players receive $500 for a new round, regardless of outcome, and players that were killed receive a $500 bonus. **NOTE** Both teams *always* know where each team leader is just by checking their map: The positions of both are updated in real time, to prevent running and hiding. **NOTE** You CANNOT leave the blue dot/radioactive sign map oval in any way, or you will be punished. Stay within the mission boundaries. **NOTE** Vehicles and bodies stay where they were left in the previous round. **NOTE** If you die, you cannot keep fighting for that round, and your screen turns into a spectator dialog where you can watch the rest of your team fight. Debriefing: When the mission ends, this screen shows all players, who won (if at all), and what the current score for both teams is. The Next Round: The round then resets, and all players are back in the insertion helicopter, buying more equipment. Once the 6th round ends, the mission is over and a winner is declared. There are a million strategies that people use that I never even thought up when I wrote the mod. The main thing that forces cooperation, is that if a team leader dies, that team loses the round, and the other team wins, and that team now has more cash to buy equipment. Teams have to keep their leader alive while hunting down the other, because if theirs dies... then they're at a disadvantage later. The reason in normal OFP MP that people don't often cooperate, is that they don't have to work towards any sort of tangible goal, with a negative threat hanging over their head. Okay, you get the flag, or capture a C&H point.. but.. so what? If you die, no big deal, you respawn, and if you capture it, big whoop, your team gets bragging rights. In Homeland Security, if you lose, you generally curse wildly and throw things out the window. If you win a round, you squeal with glee and go buy new weapons. If your teammates are doing dumb things, you want to correct them and help them out so you have a better chance of survival. Rambo tactics don't work very often. The great part with a weapon economy, is that all weapons and items tend to be used, because it takes work to get them. If you're just picking up G36's from ammo crates, there's not much reason to use anything less. However, if at the start of a round in HS, you have a beretta and $2500, you can decide whether you want to keep the handgun and save for the $3000 G36, or just buy the $2500 XMS... Rough price guide -> Night Vision - $500 2x hand grenades - $500 Handguns - $500-$1000 Basic assault rifles - About $2000 Scoped assault rifles - $2500-$3000 2 extra primary weapon mags - $500 LAW/RPG - $2000, $500 per rocket Mines/Satchels - $500-$750 6G30 - $4000 Auto Shotgun - $4000 M21/Dragunov - $4500 And there's an arseload of more equipment and weapons, 48 total for both sides. Each class gets a choice of roughly four primary weapons, a half dozen or so items, and 3-5 handguns. Bonuses - $1000 at the start of the game $250 per kill $500 bonus every round $500 stipend if you die $750 for winning the round, for all team members NEGATIVE $1500 for team killing (plus, all players get a message that you're a team killer, AND the team killer instantly loses his weapons.) This amounts to: If you die without killing anyone, in the next round you get $1000 ($500 + $500) and, of course, lose your previous weapons If you kill three guys and your team wins, you get $500 for the next round, $750 for winning, and $750 for the three kills: $2000 If you don't die, kill one guy, and your team loses, you get $750 in the next round, but you do keep your old equipment Oh, and yes, there's a full featured cooperative mode, where you and up to 5 other counetr terrorists can kick the ass of some AI terrorists. The game playes exactly the same to the normal HS multiplayer, but it can be played by yourself, it has variable difficuly settings (Very Easy through Insane... it's very hard to win more rounds than the Comp on insane by yourself... I've never literally beat the comp on insane), and on the higher difficulty setting, it requires teamwork. I coded the AI in coop mode to play similar to normal counter strike players. Therefore, they can sometimes appear challenging if you try to be a 'rambo', but if you use teamwork and tactics, you will find that it's possible to kick serious ass. Coop mode is intended as a training mode for players, where you can either test out strategies with a full squad of humans, or or just gun it alone and get your ass humbly handed to you on INSANE. It's supposed to be proof that working together is a prime way to beat people that don't cooperate much other than just bunching together. Excavation + Very hard/insane is a VERY popular choice. I can't remember if it was Peter Moleneux or Sid Meier that said it, but according to one of them, a game is a series of informed decisions. The amount of decision making in HS is multilayered and each decision has impact. In normal OFP multiplayer, people often have a set of decisions they make and they don't waver much from... In HS, you're constantly confronted with little decisions to make that have a tangible impact on the combat. I can't run through what all of them are, because there are just too many to count. *grin* Homeland Security is not exactly just an OFP map, it's similar to... maps like CTI or RTS in the sense that it's almost a new game written into OFP multiplayer. I'm releasing a public beta with it's own suite of *fullly dedicated servers*, with *no required addons* in about a week or so. The full version will have required addons and be retail. Things I'm adding in the future: Commander class who can buy vehicles and 'interventions' (friendly ai squads, in game respawns for dead players, ammunition crates, airstrikes, etc.) Laser guided airstrikes && 'aliens' inspired motion tracker for recon M2 turret/sandbag deployment for heavy class Coop mode where you play as the terrorists Custom island (far in the future) Purchaseable vehicles, such as the M113 (m2a2 is a maybe), and demolition busses for terrorists Price balancing if needbe Possible 1 or 2 new weapons to fill in some holes AA launcher for commando class, to fight off airstrikes and in-game reinforcements Placeable cameras by recon + sniper class, helmetcam/placed cam viewer by officer/commander class Medical kit for healing self/other players for one of the classes (exact class undecided as of yet) To recap: 5 classes (Heavy, Commando, Sniper, Demo, Recon) 48 weapons and equippable items (Everything from toks and berettas to hunting rifles and automatic shotguns) 10 map locations (Petrovice, Lipany, the Dig Site, The Airfield Island, the Factory , etc) Full featured Coop mode with difficulty levels 1v1 feels like "Spy vs. Spy, the video game", while 6v6 feels like full tactical combat Teamwork, teamwork, teamwork Thoughts? Please don't bitch about the realism of 'buying weapons', because it's been discussed a million times before, and HS was just supposed to be me building a "better Counter Strike Mousetrap"... ...A rather ironic comparison, because I've always felt that CS games were like hunting rats/terrorists in mazes... My website goes up "soon", as will the beta and the beta servers. I'm thinking there will be one primary server and a half dozen alternates. I may up the number of players per side to 10 for the major games, if the gameplay is preserved. Random: Is it just me, or does anyone else find UT2K3 to be "PacMan 3d... with guns!"? *grin* The Captain President of Privateer Studios http://www.privateerstudios.com
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Adding a east unit to a west plane
The_Captain replied to Adviss's topic in OFP : MISSION EDITING & SCRIPTING
ok, what you need to do is add the F14 as an empty plane, and give it a name (perhaps, F14east) Then, place an east unit near it for reference In the init line of that east unit, write this moveindriver F14east You can also use the moveingunner and moveincargo commands for other units. If you want to do that in a trigger, you can replace "this" with the name of a unit. The moveincommand sends someone instantly as the driver/gunner/cargo of that other unit. -
OFP MP is a tricky beast, so what you need to do, is in scripts, put ~.02 or ~.2 wait commands where you think they are being skipped, because sometimes OFP will actually skip commands. Annoying yes, preventable, maybe. Also, if the scripts are global/local, that makes a big difference.
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A-6 series of 2/4 man aircraft
The_Captain replied to DragoFire's topic in ADDONS & MODS: DISCUSSION
OFP only allows one type of detachable ordinance, meaning only one type of bomb or missile will show... -
The mod, Homeland Security, for OFP: Homeland security is a small arms centric, team vs. team mod that forces teamwork for a team to be successful, and rewards rambos with quick and speedy deaths (where they have to wait up to 5 mins for the next game round). The game is played for 6 rounds, each round giving each player 1 life and the opportunity to buy equipment beforehand. Players get cash for kills, and the round ends if either team leader dies. Both sides can see the location of both leaders moving in real time on the map. Thus, the leader can't hide completely, and both sides are running around trying to kill the enemy leader and protect their own. It seems very standard, but in the OFP engine, it's gold/money/great/cool/awesome/etc. Random people think up strategies and cooperate, because if they go do their own thing, their leader usually gets smoked, and they don't get very much cash. The direct incentive is to think up strategies so they can kick ass and get better goodies, and it happens a lot. People even take orders from their leaders, too. I'd say one of my favorite multiplayer strategies is, in the first round choosing the "demolitions" class, and loading up with a satchel charge for $750 and not even buying a handgun(relying on my mates for cover). Then, while my squadmates cover me, I place a satchel charge in the bottom floor of a building or over a hill (works best in petrovice/lipany or at the dig site). Then, you just wait for the enemy to storm the building looking for you (or whoever your leader is, because they can see him on the map). Once they get near the building, or come inside, you blow the charge, and have snipers on your team in the surrounding area take out the stragglers. In urban environments, though, sniper class and heavy class are both pretty deadly as well, and the commando with his XM177E2/AK with underslung shotgun is the perfect class to storm a building with. You just can't say no to an XM with four semi automatic shotgun shells, when you can't be bothered to aim at the guy two meters in front of you. (Designed the shotgun coding for crosshair-disabled servers). Recon is a nescessity in both early game (binocs/motion detector), and late game (laser guided air strikes). Another favorite mid-game 3 player strategy of mine is getting a heavy class with a shotgun for close quarters defense, a commando or sniper with a rifle (xm/ak), and a demo class with a handgun and lots of satchels and grenades. (Roughly $1750 - $2250 of equipment for each) That way, your heavy class can storm buildings, your commando can take mid-long range shots, either in the assault or defense role, and your demo boy can go sniper busting by placing/detonating satchels and tossing grenades around. This balance of forces, if used correctly, can get you close enough to the enemy commander to take him out and win the round. Of course, with 5 classes and 6 players on a team, there's a million strategic and tactical force combinations... For context of this random post, go read the homeland security mod thread. =D
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I've got an airsoft squad, adn the sport is a lot of fun, but half the fun of OFP is not having to worry about insanely slow bullets +deflection shots, knowing youconfirmed your kills, etc. It's an interesting idea, but I'd have to go with the rest of the folks here. Also, sniper, we usually play with 3 shots = a kill, anywhere to the body rule to discourage cheating and make the firefights longer. You know how 1 shot sniping in OFP can be annoying? It's worse in airsoft when you quickly run out of players. =D But if you coded it so that players had to call themselves out via action menu when hit, I think I'd shoot you myself. =D
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We'll have a main high speed one (Clanzone.at's 150 Euro a month plan) in germany for european players, and a few alternates in the US.
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Lol, lowlevel, all of that is already done.
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To set the viewdistance, I'm pretty sure the command is setviewdistance 3000 or whatever distance you want. Check the OFP Scripting guide for more info.
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Look for games that are playing "Capture the Island", or find the topic in this forum. It's an insanely fun real time strategy/capture and hold that uses player controlled AI squads, one commander per sides that builds buildings (all players can buy units), and your team gets cash if you control towns. It uses the entire island, and all the vehicles. It's a lot of fun.
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A-6 series of 2/4 man aircraft
The_Captain replied to DragoFire's topic in ADDONS & MODS: DISCUSSION
That's beautiful. Looks quite the kickass model. The A-6 was a vietnam staple, no doubt. Bombs, wheee! You should talk to the SEB Nam Pack guys if you want that to be included in the Air Module of their package... Hell, you could probably get it thee first download if you finished it within a week... -
Yeah, this always botehred me. One of the things Iliked about the M16 from earlier versions was the "ratatatat" burst... Now it has about the same firing rate as an AK47... one of the plusses of an M16 is, in fact, the super high fire rate so all of your bullets go in the same general vicinity.... Of course, it might just be the sound, but I dunno...
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F-15e (strike eagle) preview pic
The_Captain replied to deadsoldier's topic in ADDONS & MODS: DISCUSSION
one question about the F15... why are the hardpoints so screwy? They seem a bit weird.... One the wing ones, the missiles/bombs are front to back instead of side to side, and I don't think the fuselage holds enough bombs.... great work anyway though. -
F-15e (strike eagle) preview pic
The_Captain replied to deadsoldier's topic in ADDONS & MODS: DISCUSSION
Evis -> That's what MP is for. =D You get a balanced force of planes with AA and AG capabilities... =D I was thinking a lives and "planes left" pool, with new sorties/missions generated every few minutes... Although, I did forget about the detachable ordinance limit. Nice GBU's. I have to say though, I would almost be willing to cope with a few aim-9's that just appeared from the fuselage for gameplay's sake... even as weapons that could only be added by scripts. If I tried to add the Aim-9's that are already included, would they just be "appearing missiles", or would they need a bit of recoding? -
F-15e (strike eagle) preview pic
The_Captain replied to deadsoldier's topic in ADDONS & MODS: DISCUSSION
I used to play F-15 Strike eagle II for the amiga non stop... ever since I have played OFP, I've wanted an F15E in there.... Jane's USAF made me want one in OFP even more... ...I think I'm gonna make an F15 Strike Eagle II mod now, recreating the classic gameplay of a rambo F15 loaded with missiles, guns, and bombs. Deadsoldier, thanks a million. -
I voted OFP:R, because without it, my mod wouldn't have been possible to make. w00t. That's goty material.
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Setvelocity to a specific point... physics? (argh!
The_Captain posted a topic in OFP : MISSION EDITING & SCRIPTING
I knew I should have apid more attention in high school physics. I need to write a script that keeps players within boundaries... and I'm annoyed with killing them. The script would run client side, and find out if a player is in one trigger but not another (player in list *trigger && !(player in list trigger)), would then find the player's position, find the position of the map center (map is an oval), and calculate the vector to *probably* put the person back into the map (vehicle player, just in case), and set their velocity to that, then check again. Is that all I should need to run this puppy? I'm gonna go give writing this a shot... I know 'm forgetting something =) Idea is not to penalize players for missing the big warning signs, and instead make it impossible to travel outside. Also, if I get odd warping bugs and the player ends up some 500 odd meters from the mission (don't ask ), I want the script to be able to oh so "gently" push them back in mission in about a second flat =D I hope I'm thinking in the right direction... -
The public beta will be released in a few days. I haven't worked on the beta because I have been too busy working on the retail version. (Yes, it's a retail expansion) I'll even have a 40mbit server dedicated just for the beta version as well, which won't require any addons. PM me if you'd like a preview version. Retail's got new units, 4 shotgun based weapons, and will also have a new island, as well as a coop mode.
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I'm just wondering if you all have some sites that carry OFP news that you would like to share beyond the few that I know about (ofp.info, etc), because I'm going to be delivering some news that I would like to hopefully be posted as widely as possible in a few days. Thanks, The Captain President of Privateer Studios
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Well, the news is slightly/highly contraversial, so I just would like to get it out there. It's about a new retail ofp multiplayer expansion. *grin* *waits for tomatoes*
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You got my vote. On my servers, I like to disable crosshairs, and this makes gunning with jeeps completely impossible without gunner view.
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Surprisingly, my mutliplayer OFP map/mod actually forces teamwork. It's weird. but it happens. It's not because I beat it into people's heads in the briefing, or anything like that... But after a few games, teams start to work together and cooperate, because their immediate success and teamwork decides the next round. If someone f*cks up, the team is at a later disadvantage. The mod plays similar to counter strike, with multiple rounds in a game, where players rack up kills and win objectives during the rounds, and in between they are forced to review a map screen and then buy equipment while they shuttle to battle in a chopper. The only objective as of yet is to protectyour leader adn kill the enemy leader, and that's where things get interesting, because the positions of both leaders are marked on the map in real time. What happens, is if a team splits up and goes off, and their leader dies, they don't get much cash, and the enemy team starts racking it up... Eventually, if you don't plan a litle bit and communicate, you're going to lose. However, if you start planning during a mission, it's very possible to some back and win. The games I conducted were not with clan members, just random OFP players at about 2 am. I brought this up only because I too have noticed the severe lack of teamwork in normal MP games. I'd like to atribute this to the fact that mission success has no bearing on later performance, and that the network of options is unlimited to every player -> They don't have to rely on each other, because they have ultimate freedom. Good game design relies on complexity in the network of options. In normal OFP MP maps, you have all the options available at the start, so you don't have to work to unlock anything. The resources are just about unlimited, so there's no real conservation, ebcause all crates have a billion guns, and the vehicles all respawn "to keep the gameplay fast paced". I'm not bashing CTH and CnH, I like to play them every now and then, though I did eventually get burned out playing *all* the time on SHoP. Anoether interesting part is that the map only supports up to 12 pople, 6 on a side. There are also 5 different classes, but you can only afford special class equipment if you do well, win objectives, and make kills. Players only get one life per round, but that's no huge penalty, because they have a spectator mode to view their teammates, and they can play again within 5 minutes during the next round. Weapons on bodies of course carry over, so you don't nesscessarily have to go buy new ones... you just have to hope no one did a "hide body" on your body or already took your guns... The classes all compliment each other, so on most maps it's good to have an officer, commando, sniper, demo, heavy and recon.... but you don't *have* to. You could easily have six snipers, and maybe a team might like to practice full sniper tactics, but a well balanced team usually wins. It's nesscessary to often rely on teammates in maps. IE, if there's a sniper on a roof, call in demo boy to blow up the building with a satchel. If the enemy leader is hiding in a building, send a few commandos with XM/shotgun combos to sweep the rooms and snipers to cover the windows and exits. If you want to know enemy locations within about 100 meters, get a recon guy to turn on his gps locator. If you want to hold an area, get a heavy weapons guy to set up a machine gun nest. There's a lot of strategies buried in here. I've even seen people do flanking A lot of the tactics arise from the fact that both sides can pinpoint the leaders, and that yours *needs* to be protected. It doesn't matter if your leader's a dumbass, he still needs to survive long enough for the enemy leader to be taken out. Therefore, some players have to play guard duty if they want cool equipment in the next round, and other players have to be very good hunter killers. All maps are also dynamically generated, meaning that the insertion points of the leaders/teams change every round. In future objectives, the objective points will also be generated. Current objective: 1) Assassination - Each team has a designated leader, whom they must protect for the duration of the round. They win by eliminating the enemy leader. Winning team gets 1 point and $750 I'm going to add new objectives in the future, including: 2) VIP Escort - Counter Terrorists have an invincible AI VIP, and they have to escort him across the map to a point both sides know. Terrorists have to steal him away, and escort him across the map as well. Eliminating the other team does not guarantee victory, you still have to get the vip and escort him, but you do get a $$ bonus for wiping out the enemy team. Winning team gets 1 point & $750 for winning. 3) Assault/Defend - One side is presented with a set of randomly generated points to defend, and the opposing team has to rush these points and recapture them. Capturing all the points results in immediate victory, but a team can also win by holding the majority of the points by the end of the 5 minute time limit. Each team gets 1 point and $500 for the number of points they control by round's end. 4) Bomb placement/defusal - Terrorist leader has a bomb, and a few randomly generated choices of where to place it. Counter terrorists must either take down the leader and confiscate the bomb, or wait till the bomb is placed and disarm it. After the bomb is placed, the CT's have X number of seconds to defuse it. Winning side gets 1 point and $750 5) Hostage rescue - Each terrorist starts with a hostage who follows them around. The counter terrorists must rescue as many hostages as possible by killing their terrorist captors and evacuating them to the recue point to win. Each side gets one point and $200 for each hostage they control at round's end. Each objective can be selected at the player assignment screen in the param box, and that objective will last for all 6 rounds. A random option can also be selected. I haven't put the new ones in yet, because I need to balance the current set of weaponry and pricing before I add any new variables. There are also up to 10 maps from which one can be selected at the player assignment screen. This put the mission at one of these 10 points around the island of nogova. Server admins can also select random (default option) for some spice. Each round, weather and time are cycled. (Don't forget the NV goggles! The map is limited to 12 players both for gameplay and technical reasons. Most servers are too slow to support the amount of data that needs to fly back and forth, and if you have too many people on a team, they don't need to rely on each other very much, and death rates skyrocket. Fun map, and a no addon beta is coming soon. (Gotta get the dedicated up and running) My map/mod is great for team play and matches, so I'm hoping in the future it could be a clan map or tourny map.
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Writing down a few for myself... opflash.gameplanet.co.nz www.respawn.co.uk Any others out there?
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Got my vote. I think it's up to 262 for OFP:R now... =) Edit: Giskard, did you make Dark Reign 2 mods in the past? I remember a guy from DR2 called giskard, and I think he was working on something called "Third Law".... Maybe my brain's crazy again though.