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maltti

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Posts posted by maltti


  1. One thing I like to ask from Icebreakr.. Because you´ve been saying that Duala is kind of tribute to a old Tonal addon back in OFP times. I remember when I played Tonal, it had also an african "speech" with a locals. If I remember right, the sounds/speaks was ripped from some Delta Force game. Anyway the atmosphere was very cool when those African forces actually shout and talk some african language.

    Could that kind of "language pack" be possible to have in Duala, ever ?

    Maltti


  2. Lightspeed. Talking about realism, I know that some hardcore players dont use respawning at all when they play and that is of course realistic way to do it. But if I may say, Duala Conflict mission its quite huge (can be 10.000 enemies or more) , and it usually takes days to finish it so thats why there have to be respawn possibilities. But when there is such a thing as "penalties" of dying it gives you (believe me!) whole new point of view playing. That means after many hours of playing you could be back in start where you were if you start making mistakes (ordering airstrike against civlian targets, dying all the time). And that my friend, makes you to play realistic way (if you like that kind of gaming anyway).

    If you can find any way to improve that, of course I´m willing to listen ;)

    Maltti


  3. Because some of you wrote that lack of realism was a problem some of the Duala missions, I decided to give some of you chance to check my mission. I´ve been doing a mission itself since Arma 2 release (yeah, I know. Years go fast :) ) and started using Isla Duala addon from version 1.2 or something. Mission itself was an inspiration from a mission Evolution which I played a lot back Armed Assault times. My scripting skills was back then very limited, and I´am still learning. Not only that I only play a lot my own mission with my friends I improve it almost every day.

    Mission description itself:

    Isla Duala is in chaos. US special forces has been sent to island to hunt down enemy rebels 8 mobile HQ in 8 different city and restore the order. They are facing thousands after thousands angry rebels and northern military units which are controlling a chaos.

    Some key features:

    - AI controlled support forces including insertion and extraction to a target area via Black Hawk helicopters (and lots of more different units and vehicles)

    - Civilian life around the island as well as local police forces patrolling (allies of US)

    - Enemy is not necessarily staying at cities. They patrol in different areas including seas.

    - Score system is cruel. You loose points on killing civilians, cops or your own people. You even loose points (20%) on dying to enemy bullet. So this mission is not for rambos. Staying alive is a good idea ;)

    - And lots of more... Detailed informations can be found on briefing on the game.

    Requirements:

    - powerfull PC ;)

    - Arma 2 combined operations (arma 2 + OA)

    - Always latest Official patch (now 1.57)

    - Always latest Duala Isla addon (v1.81 at the moment)

    - Nice gaming attitude

    Anyway my goal is to make players a feeling that they are just small part of things what is going on in Isla Duala. I´m not going to publish this mission probably for a long time or ever because still is much to do and the chance is that it won´t be ready ever. As well as server will be restarted always when I get some fixes or new features done.

    If you want to do a beta testing and comment, then please feel to send a private msg and I´ll give a server password.

    Server can be found with a name Rockabilly Server.


  4. Yes, I have read many articles, tried everything and its not working. Argh!

    Here we go:

    Mission on my dedicated server.

    SetTaskState and everything working fine when playing. BUT when JIP player connects, its just doesn´t update the tasks for a player (All the tasks shows not completed).

    What I´m here looking for is a PLAIN and SIMPLE example how to update tasks for a JIP players. Just a basic thing.

    Thank you people!


  5. My goal is to setup as big war scenario as possible. But if we forget that thing now and lets concentrate to a right way to do a script instead.

    So, when I loop in my script that createunit thingie should I like first try to do like _Rgroup = objnull, or should I try to make an array for a group that makes always different name for a group or what ?

    Missions like Evolution in Armed Assault could handle hundreds of enemies (not in same of course) no problem. I want to do something similar, but I don´t know the right way.


  6. Hi.

    I´ve been trying make this old script from the ofp times to work in Arma 2, but I always fail. Here we go:

    I have W2008 64-bit based Server with Quad Xeon processor and 8gb mem which I´am using as dedicated Arma 2 server.

    When I try to play my missions where a script creates enemies the server always crash when I try to play my mission with more than 50/70 enemies at time.

    Here is some parts of the script:

    ;Create a enemy group

    _Rgroup = createGroup resistance

    ; This how I create the enemies

    "GUE_Soldier_CO" createunit [getmarkerpos _Rbegin, _Rgroup, "G1 = this", _ranskills, "LIEUTENANT"]

    G1 addEventHandler ["killed",{_this exec "killed.sqs"}]

    ; This calculates amount of the enemy inside of the trigger area

    GuerAlive = resistance countside (list east_alive);

    ;If MaxUnits (which cant be usually more than 70) is reached then loop and wait else create more enemies

    if (GuerAlive > MaxUnits) then {goto "Loop"} else {goto "CreateG"}

    And basically thats it. Somehow I have a feeling that I should create always a new group with different group name and unit name. But if the problem is there how do I do it in easy way, say that I want to create thousand enemy ? (of course all the enemies doesnt have to be at same on the map, but like 200 would be nice).

    Thanks !

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