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mjolner

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About mjolner

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  1. Nice! Thank you for your work! Happy New year!
  2. mjolner

    [SP/MP] BeCTI

    I finished a Utes version. Here is a link: BECTI 0.97 Utes I also posted it to STEAM. I spent a lot of time adjusting all the bunkers and camps in the town locations so that they make sense and aren't colliding with other terrain pieces. All seems pretty good. I play tested and the Base spawns seem well placed. Also placed some extra lighting where needed. Some of the fields of fire are brutal and the independent's artillery can be a major pain in the arse early on. The USS Khe Sanh is not currently a strategic location, if someone has an idea as how to do it I will gladly add it in. All in Arma Terrain pack by .kju needed for Utes. If anyone uses it please feel free to make suggestions for any needed changes. Thanks to TheCapulet and Sari for help.
  3. mjolner

    [SP/MP] BeCTI

    Thanks for the info, I plan on working on this tomorrow and tweaking and fine tuning the map as best I can with my meager skills. @TheCapulet, would be awesome if you could host it. I will upload as soon as I get an acceptable version. EDIT: Ok, played around a few hours with the game and setting different parameters. Things are starting to click. I guess I should fully understand BECTI before I start editing a mission. The CTI_logic flag settings make sense as do the number of AI on the map.
  4. mjolner

    [SP/MP] BeCTI

    Thanks. Everything worked fine. I have a playable version for Utes. I would like to do some final tweaking and then if possible post it here for others to use. It needs some polish. Sorry if I am retreading old territory. 1. What are recommendations for tweaking the scripts for a smaller map, ie. adjustable parameters for each town, number of independents per town, and a smaller range for the display banner for each town (Sari modified). 2. Can I reduce the total number of AI the commander will spawn with some type of limit parameter. Utes can be easily swamped with both east and west pumping out bots. 3. @Sari - Can you explain what exactly this script does: this setVariable ["Towns_Removed XXX",["Town name", "etc.",] When I moved the town game logics I just replaced the names with the ones from Utes and deleted the rest. I only used 11 so I also changed the total to 11 in the script. I am wondering if I need to adjust the numbers in each town to match this script more appropriately. 4. Lastly once I finish this I would like to post it. Would this offend anybody? This runs fine with MCC4 and Zeus. I have been having fun in SP just claiming the map against independents. One things for sure that with the small size of Utes you need to move fast and build your base and the fighting is fast. I use Zeus for some occasional AI maintenance. Fun stuff. Thanks
  5. mjolner

    [SP/MP] BeCTI

    I want to try this with the AIA TP on Utes ( always liked this small island ). Copy all of the game logic (and carefully rename the towns with out screwing up the syntax), copy all the markers and respawns and make all the units playable in the editor. Save the mission and copy only the mission.sqm into the folder with the scripts? Will this work? Are there any other changes needed in the configs and so forth? Any help greatly appreciated and many thanks to Benny and others who have contributed to this game mode. Has provided many hours of fun. Oh and I registered in 09 and this is my first post. I am more of a reader than poster.
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