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b00tsy

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Posts posted by b00tsy


  1. For me 1.51 works fine too, in SP mode anyway. It is possible that some code behaves different on a dedicated server, will have a look at it just in case.

    In previous versions artillery was available, but made the mission unbalanced.. as you can clear an entire town with 1 strike. Everyone is free to edit the mission of course and add/remove anything you want.


  2. Hey thats nice to hear man, thanks for the detailed feedback.

    Yeah the first AO is pretty though to clear with just a few guys, you do not want to get killed to much as you indeed will have to drive back to the action again and again hehe. I added it simply for the challenge of it, seemed fun. You now will have to fight for it to get the parajump option :) With more peple playing it you hopefully wont have to respawn as much.

    At the first AO I have placed a couple of men with normal waypoint (guard mode), but is not working very well I hear. I will change or remove those men with the next update.

    In general the AI is very skilled. Most of the AI has been set with 3/4 to full skill setting, so they are pretty accurate. Maybe the snipers are to nasty now because of it. At some of the AO's and secondaries they have been tactically placed in ambush mode (on hill sides for example) so you wont notice them till they nailed you lol. With a TWS scope however they are easily spotted.

    In the mission there are two locations where you will receive support vehicles (including medical hummer). In theory with more people in the mission one can drive the medical support to the next AO so it will be easier to heal yourself. The self heal bandages I put in the mission should be available 3 times (in total) when you have 0.8 damage. I could tweak that of course. The medics only have the normal healing abilities, no mash atm. (I might add a revive version)

    As extra rewards I will make airstrikes available to group leaders, not sure how many times yet. Don't want to make things to easy :)

    Anyway, Im' glad to hear there are no serious flaws/bugs anymore and that the mission only needs a bit of tweaking here and there. I'll see if I have some time today to work on an update :)


  3. A slow down when entering the mission expected, because indeed everything needs to initialize first. The amount of AI should not be the problem though. I will have a look at it when I finished the other mission, I suspect it is the garbage collecting triggers as that caused problems in the other mission too.


  4. 1)

    To Bootsy:

    You're probably using a high caliber weapon. Try going prone when using those one. They are not meant to be used unsupported...too much recoil.

    Yeah mainly talking about sniper rifles, but when prone though. And that the scope is in the sky happens mostly when you try to kill guys on the horizon like in my vid, but it does show that it takes quite some time to re aim.

    ---------- Post added at 01:23 PM ---------- Previous post was at 01:23 PM ----------

    you're using a mod

    Not sure if that was ment for me, but I am using AO vanilla.


  5. Well of course it just a matter of opinion and taste. The recoil is not bad for close range fire fights, but trying to snipe a guy or with any scoped rifle the gun/scope moves up like 3 meters above your original aim point. In fact there are plenty occasions where I was aiming for a guy at 300 to 500 meters and after 1 shot I totally lost the guy, because my scope was aiming somewhere in the sky. I litterly had to find the ground again and then trying to find the guy again.

    The longer the range the worse it gets. I never fired a rifle for real in my life, but I cant imagine that a real sniper is pointing his rifle somewhere in the sky after 1 shot.


  6. I

    I think when prone your aim should auto-center (since the weapon is laying on the ground), so you can at least get some decent groups with bursts. I wanted to also suggest making it shake your screen a little more so it's a little harder to follow your target; but still possible to hit them (trying to simulate the gun kicking back more than up while prone).

    However I really like the standing and kneeling recoil; seems pretty accurate.

    I think the there should be an option to have auto center on always. I am not a big fan of the recoil. I tmay be not all to annoying when you play it with 60+ frames a second, but with high 10 / low 20 fps it is pretty annoying. It takes like a socond or more to re aim my weapon after one shot, that kinda sucks. I liked ArmA 2 more then OA on that matter.

    ---------- Post added at 10:58 PM ---------- Previous post was at 10:54 PM ----------

    No, the new system is much closer to reality. Only a mechanical shooting rest could achieve the performance of the old recoil system.

    Reality is one thing, playability is the second thing. If it is well balanced then fine, but I think the recoil is over done compared to playability.


  7. We will test this thursday on the server few pages up but we will be adding in the ammo box filler :)

    Weapon respawn is fine you need the ammo to spawn with them, you know what you had when you died so its not hard to get more bullets or rockets.

    Cool, I see if I can drop by and join the fun :)

    I have already added a ammo box filler at the respawn point (base) and also customized the weapons/ammo available in the box, I only still need to make a respawn work where you automatially have full ammo again, for the moment you have to rearm manually to fill up on ammo, It does save your gear though (ammo box action menu).


  8. Third thing is the effects. Shooting in ArmA sucks. Sounds are decent but the gun just feels crappy. I would like to see same kind of ground shaking thing like in dragon rising when the apache was shooting you, that was badass.

    Agrees with the shooting in general (at least in ArmA OA). I simply do not like the new recoil which makes it impossible to shoot several bullets on target, ArmA 2 did not had that, there the scope would pop back to the same place after a burst. At least they should have implemented an option to disable it or tweak it. The AI do not have recoil, they have auto aim and can empty an entire clip on you with out any problem, which makes it a bit an unbalanced battle.


  9. Yeah, in the previous versions I had a simple support module placed in the mission for testing purposes, to clear objectives fast.

    Well I could maybe add a 1 time airstrike as a reward that then will be available to the group leaders. Don't think that will unbalance the mission :)

    V1.1 still has a few issues issues I noticed, such as spawning to many rewards, but that will all be solved in the next version.

    I am already suprised that I was able to create a relative complex mission, as I am learning the scripting just for a couple of months. :)


  10. Heya :)

    Atm I have some issues with getting triggers deleted after it has done the 'on act' part. I searched in the forum and wiki, but I can't find a command to delete a trigger, did found commands for deleting markers etc. Is there a simple command that you can place in the trigger that deletes the trigger after it has done what it supposed to do?

    I am also having issues with getting a vehicle to spawn properly on trigger activation. I use this:

    _veh = "HMMWV_MK19_DES_EP1" createVehicle (getMarkerPos "mark1");

    The problem when playing it online is that more vehicles are spawned then I want to. I have set the trigger to only activate once, but it immediately spawns several vehicles now. In the editor the spawn does work and only 1 vehicle is created, but online 2 or more are being spawned :confused:


  11. Thanks for that. I will be honest in a constructive way because I can see the amout of work put into this.

    When I played Beta 2 I instantly loved it because it had artillery, mortars, A10 runs and all the big toys and I went AWESOME!!! Granted, it was overkill and I cleared the first AO on my own.

    I played 1.1 and saw that stuff missing and went. Meh. More domination. Alt-F4. :( Sorry bro - I really want to like this and I'll play it with my buddies just to see how the mission progresses and the reward system works but having those toys made this mission fun. Put them on timers or reduce the effect or up the armour to compensate but you had a stand-out mission and made it ho-hum.

    I'm not sure what the ammo crate and re-inforcements did in Beta 2 - I never got them to work properly (I didn't try to hard) but again - this makes your mission different from the rest.

    With the vehicle respawn, I drove to the middle of nowhere, shot down two armour with my Jav, went back to the hummer so I could transit back to base and get more ammo but the hummer had gone. Respawning vehicles is great but it would be good to test if it were truely abandoned. That might be asking a bit much.

    I'll try to play this mission right through with my mates and see if I change my mind on any of these comments. :)

    Funny you said that. The thing I dislike from Domination is the artillery support which makes it to easy (and a bit lame), hence why I left that out of my mission :p I don't see the fun of wiping out entire groups of AI with arti strikes, it's no challenge.

    I think if you play the mission with 6 guys or so you will probably like it a lot more and wont miss the arti support at all. Playing it on your own it will be very though to clear an AO. It took me almost an hour to clear the first AO on my own. With more people playing it it will be much easier and you will probably also not have to go back to base in between to rearm.

    Yeah if you get out of the basic transport it will delete after 2 minutes and respawn at the base. I can tweak the timer with the next version and set it to 5 minutes or so. You will only need the transport vehicles for the first AO anyway, after that the parajump becomes available.

    I am still going to release night version of this mission and a revive version (when I get that working properly), I might also add a version with artillery support then. Wont be playing that version myself though :)


  12. Hi Cougs, Flagpole parajump becomes available after capturing the first town, before that you will have to manage with basic transport (1 minute drive to AO).

    It indeed does not have artillery support nore air support (whats the fun in that?), You will have to kill the AI with your best buddy, your rifle and your rocket launcher :) ... And of course you will be rewarded with armored vehicles along the way. The more objectives you complete the more fire power you will have.

    At some point I will create a revive version of this mission, but you have already a limited amount of self healing you can do in case you get seriously injured.

    What do you mean with respawn working to well? Only the basic transport does respawn at the base if the vehicle is left abandoned or is destroyed. After 2 minutes a new vehicle is spawned at the base and the old one deleted.

    In general I tried to make the mission a bit more challenging then the domination mission we all know. It is also just a bit inspired upon domination, I did not intend to make this mission direct copy of it. :)


  13. Heya, you can skip the beta (armaholic has been updated now) the current version (1.1) works properly. It is a small fast loading .pbo file and for me it runs smoothly in MP. The latest version does not have reinforcements, nore support. You will be rewarded though with support vehicles and armor. The visible map markers and patrol routes were just for testing purposes in the beta, they are gone from v.1.1.

    I have tested the entire mission and it works like a charm on the server. No lag, besides from the active AI of course, scripted patrol works good and so does the respawn and healing script etc, etc.

    The only thing I still need to get working is that after a respawn you have full amount of ammo again. You can save your gear layout, but you still have to rearm manually at an ammo box.

    Have a go at the latest version :)


  14. Yay, I have finished the mission.

    After some bumps on the road during the beta testing I have finally ironed out most if not all the errors and flaws and added all the things that was asked for. I have played the finished version for a while and I had great fun! The AI is pretty nasty, you really have to pay attention to not get killed, which is good :)


  15. Okay i've released an other beta :)

    The memory leak has been fixed, the mission runs smooth now. I can even host a server and play this mission too which I could not do before. Scripted patrol might need some more tweaking and I still need to add an auto refil on the ammo boxes. Other then that it should be fun now :)

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