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giallustio

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Posts posted by giallustio


  1. Some things we noticed when playing this mission:

    - 7.62 ammo isn't available at the magazines menu. Only accessible over the new menu left of the weapon.

    - Only squadleaders have access to GPS?

    I'll add them.

    - Your revive script is still buggy. On revive your inventory is gonna fill with uniforms and vests. (btw on another mission we get this really loud sound distortion on respawn with your revive script. Any idea why?)

    Did you active the "VAS load on respawn" feature? I got no prob with revive in our last game

    - Is it right, that there are random enemy mortars? Or are you hiding IEDs even offroad? Our crewman reported, that when he drove the panther offroad to reach us, several explosions took place around him and eventually destroyed the vehicle.

    If its random mortar fire, i like it, but it should be less accurate against moving targets.

    If it isn't mortar fire, then i think IEDs (or were that mines?) shouldn't be placed offroads in the fields (unless its mines). Ah and also you should include enemy mortar fire, if you stay too long in one area as infantry. :)

    There are no mortars atm, but i want to add them in the future. I want to write my own ied system, i noticed some weird explosion and lag, but i don't know how the system works and i can't give some further infos

    - Number of enemies have to scale with the amount of players or at least give us a parameter in the lobby (altis version). We tried to take down a cache in Kore and killed like 150 AI, but eventually got swarmed down. Is there also a way to stop AI respawn on cache locations/random towns?. We had a server long issue with losing vehicles at Abdera.

    Yes because it is a restriced area and all the patrols are close, i've to reduce them a bit in the altis version.

    - May it be, that certain slots only have access to red point optics? At least via the item menu, at first they could only equip 1x red dots, before they noticed the new VAS menu left of the weapon.

    Only TL has optics atm.

    - There is a UAV Terminal in the box but no UAV. Maybe you could include the UAV backpack?

    - Mortar bags would also come in handy. :)

    - Maybe you could tune up the size of squads? Introduce teams made of two squads?

    - Not sure about the takistan version, but altis version definitly needs some kind of a repair/rearm station for vehicles. Constantly blowing up vehicles on the wreck repair to repair/rearm totally kills immersion..

    I'll add them!

    - Maybe tune down the amount of enemy rpgs? We couldn't really do ANYTHING with our vehicles, as enemy AT riflemen took them down within seconds when in sight (we played with 0.98 skill on enemy AI).

    It's random, i didn't notice in the last game but we play with asr_ai...I'll test it.

    - logistics system: Maybe you could introduce a big transport container, which you could fill with lots of equipment/material. This container should be able to be airlifted to allow "supply drops".

    Already in the TO DO list ;)

    Thank you for the feedback! :cool:


  2. Yes Sir, Sorken beat me to it, we headed towards a town and pulled up the vehicles just on the outskirts. a small fire team approached the town was declared 'clear' but then out of nowhere the enemy spawned behind us! (from where we had just come from) after sorting them out we then got another random enemy spawn in front. We backed off and as we went to the vehicles there were around 9 NATO AI's following us? they actually kept spawning and de-spawning right in front of us several times. Nothing in RPT files to show at this stage.

    So it appears the issue with the NATO AI's but also the spawning of enemies on top of you too..Just for your information Giallustio

    I also ran a #monitor 10 test and noticed the dedicated server FPS was really low all the time running at 12 Fps again just Information dude :)

    Yes, i don't know if is desync or what. I'm working on the caching system right now, i hope to fix it soon

    EDIT

    The problem seems fixed. I tested in 2 players, so i can't say that for sure. In the next version i'll add an Altis version with no mods required at all.


  3. When the interpreter asks for info and someone answers, will that show up as intel on the map or?

    Maybe add so the civs answers something even if they don't have any intel to give.

    Only if is related to the cache, if not it's a text.

    Yesterday i gave another go to the mission with my group and we got some weird problem with the caching system. I don't know if it's related to a conflict with some our mod or not. Does anyone notice anything? West units started to spawn repeatelly


  4. - I did a few more testruns with and without ALiVE but haven't been able to reproduce the same bug again.

    The crazy spawn has been fixed in the new version (0.04), i hope :p

    Something else I discovered when starting the mission is that it while chaching the AI it seems to leave quite a lot around the hideout spots. If I teleport to that location, let them spawn in and then teleports out again it chaches alot more of the AI. A bit hard to explain but I'll upload a video to show what I mean.

    When the mission starts, hideouts send out patrols. I've to keep the leader alive to let them patrol properly. So the hideouts guards will be cached, the leader of the patrols won't be cached instead.

    Suggestion is to add a delay to the repair, right now it's instant finished. Maybe set a 5-10minutes waiting period until the repaired vehicle is back?

    This is how works in the "War Storm", i'll think about that. What i thought is that all the logistic stuff you have to do to recover the wreck could be enough. The main problem is that you can remain with no vehicles available at the base.

    - If no players are on the server the AI count slowly rises, lowers a bit when someone joins but not all the way doen to the same level as when I left.

    - When AI drop intel inside or on top of buildings I get no option to pick it up.

    I'll check 'em!

    In the next version i'll try to change how the locations are selected. At the moment you have to define all the locations in the editor. I was thinking to grab them from the island cfg so porting the mission will be quicker and easier.


  5. why "Requirements: - A3MP"? Couldnt you also create a vanilla version? Always hard to fill servers with mod requirements.

    It's easy to have an Altis version, it's pretty plug & play, but at the moment i'd like to have just one (easy to test & update) and Takistan is more fps friendly.

    An idea. I suppose you have played MSO for A2? Maybe add an "intel" system similar to MSO. Where blufor operatives will randomly give you a rough location of enemy movement (large grp, techi convoys, ...) or civilian informants will give a bit more precise (or often) intel with its frequency depending on your reputation?

    I splitted the way you can get the information in two ways at the moment. "Asking to civilians" & "retrieve intel from militia".

    When the interpreter asks to the local population, the answer he will get depends on the global reputaion. You could get real informations, fake informations or no infromations at all. The answer is saved on the interpreter's log. Informations could be about hideouts, caches, and militia movement.

    Project Reality:A2 had a nice insurgency system, where killed enemies wouldn't drop random suitcase, but where you could search bodies for intel and most of the time find nothing, but had a chance for "low level intel" like mobiles/notes or "high level intel" like notebooks or suitcases.

    At the beginning i was thinking to add an item to the militia unit, but then i noticed that could be a little bit frustrating search every gear body.

    You could integrate some of your stuff from "WarStorm". Make the world persistent (initdb) and allow the blufor team to build FOBs.

    Now that BIS fixed the bug on the server's profile is very easy to make it even without addon, but i'll add it when i've a more stable version.

    Make the mission semi pvp compatible (via parameters), similar to A2: Insurgency. All Blufor players are actual players, but with a few slots (like 1/4 of blufor) for insurgents, to "blend" into the AI zerg.

    I'm not a real fun of PvP, but if i've time i'll try to add it!

    And last but not least. I'd also like to test your mission. I already loved your "WarStorm" Mission (

    beware germans talking! :D ) and was a big fan of A2: Insurgency. Sadly they never released another A3 version after the preliminary Stratis version.

    I'm fixing a bug that can't ruin the mission performance reported by Watarimono, I'll send you the link when i've the next version ready ;)

    Edit:

    PM sent with the new version


  6. I don't really like a "spawn protection". Keep in mind that at the moment all the cities are held by the militia, it won't be like that in the future. I could change the base position, i don't want to lose Loy Manara as possible location ;)

    Watarimono reported some problem with the wreck repair and some weird spawn very far away from players (600+ AI) causing fps drop, anyone else?

    (He was using ALIVE)


  7. Will this insurgency have squares that will go green once they're cleared?

    No, there aren't

    yes you can, they're in the vanilla game, just hidden from the editor.

    Already fixed ty!

    I'm working on the "ask" feature. I think that only the interpreter will be able to ask informations to the civilians. The answer you'll get depends on the global reputation you have.

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