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Richard Bruce Cheney

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Posts posted by Richard Bruce Cheney


  1. I looked through all of the kill scripts but I cannot find where the player is awarded points for killing an enemy soldier. I want to change the points awarded from 1 to 2.

    If possible, 3 points for killing a team leader or officer.

    And this may be pushing it, but is there a script that recognizes if your AI teammates have made a kill? It would be nice to reward the player for spending points on his AI and keeping them safe enough so they are productive.

    I'm modding this for a single player game where you spend your score on AI, possibly reducing your rank which lets you get more AI. Player death is also costly, so you must value your life and the lives of your AI squad. Good production will allow more AI to be recruited without a demotion in rank.

    So, if you experts can help - where do I put addscore for the following:

    1. Player kills enemy soldier - change from 1 to 2 points.

    2. Player kills officer/team leader - change from 1 to 3 points.

    3. AI teammates make a kill - add a point.


  2. Xeno - First of all, thanks for this kickass mission. I play single-player with this - a one man army [with AI] to conquer the island! Days of fun per session.

    I am modding this a bit to help a single chump accomplish this task, and I cannot understand how to subtract from the player's score.

    I use this to subtract 2 points and it doesn't work. Please let me know the correct syntax.

    ["d_pas", player, -2] call XSendNetStartScriptServer;


  3. I got more than I was expecting on day one!

    Name one other program that comes close to ArmA2? There is none and that was a rhetorical question anyway.

    ArmA2 just keeps getting better and better....

    ---------- Post added at 03:50 AM ---------- Previous post was at 03:44 AM ----------

    But most of Paraiso was fairly useless since it had all those elevated concrete areas that the AI didn't like using a lot. It just seems like in the cities in ArmA II there is a lot more usable areas than in ArmA I. I would say on average Chernarus towns are bigger.

    There is so much more complexity in ArmA2 towns.

    I agree with you that the added complexity, plus the ability for the AI to use most of it compared to ArmA1, presents the player with a lot of gameplay opportunities.

    I would just make a beeline for the center of town and cheapshot the AI from those raised concrete platforms.


  4. Very nice! I can't wait for the release - an awesome addition to ArmA2! All of the extra smoke adds so much atmosphere to the game, and with viewblock smoke, even gameplay will be enhanced. Your Arma1 addon with viewblock is one of the few ESSENTIAL mods that I never play without.

    Please keep it up, DMarkwick, you are adding so much to the ArmA community!


  5. XENO, thanks for answering all of our questions! I am playing T10 version and this happens every time I play. I love the random patrols that attack the base and destroy things, but I would like to rebuild the RECRUIT building when they do.

    I would also love to save and resume with One Team West AI. Playing alone, it takes days to get through the mission. Love it, love it, love it!! Thanks!


  6. I think the biggest improvement to ArmA2 would be fixing the distant grass issue.

    Here we have a beautiful engine filling the gameworld with incredible foliage, yet players are seen without the cover of grass when they are in the distance, and there is no viewblock to the AI when you are prone in grass.

    This is a gameplay issue and would be nice to see resolved in a future patch. I guess I am spoiled with an nVidia 260 and core2duo. Performance is not an issue, gameplay is.

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