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Everything posted by kiberkiller
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[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
That's what I was thinking. What's the easiest way to disable weather module from loading? Can I do it from the mission file somewhere or do I need to unpack the addon file? -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Amazing. Downloading it right now. ---------- Post added at 02:48 PM ---------- Previous post was at 02:45 PM ---------- Also, I've got a question? Is there an easy way to disable weather module completely? -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
I see. So I won't be able to order my own arty to order around but rather have to ask friendlies to blow stuff up for me in exchange for support points? -
[SP] Flashpoint: - Instant Action - Dynamic Missions - Release Thread
kiberkiller replied to thomsonb's topic in ARMA 2 & OA - USER MISSIONS
I'm also wondering when can we expect a new update? -
[SP] Zedland! A zombie simulation on Podagorsk
kiberkiller replied to dnk's topic in ARMA 2 & OA - USER MISSIONS
I'd like to try this mission out but I'm not very fond of random mods, to be honest. I understand the dependencies on the Undead mod (though I've seen "lightweight" zombie mods before) but it would be nice to have a version that doesn't depend on other two mods. Any chance of ever getting a version on a stock map (Chernarus?) and with stock actors? -
SP: Tankistan Control / work in progress
kiberkiller replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Here's the "originally" named Chernarus Control with USMC instead of US Army and ACE Wounds system (requires ACE obviously), if anyone interested: http://www.mediafire.com/?c4ro5ne7fjexuzk One thing I haven't yet figured out is where you define the teammates that you'll be getting (I don't really understand the reasoning behind placing them from scripts to be honest, when you could just as well just add them to the map in editor) and where you define which faction enemy is. Any hints? I'd like to make a UMSC vs RU and RU vs UMSC versions. -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Awesome, now I'll be able to order some Grad's and bomb the hell out of everything on the map. -
SP: Tankistan Control / work in progress
kiberkiller replied to smacker909's topic in ARMA 2 & OA - USER MISSIONS
Very good mission, I like it. Reminds me of that third (i think) mission from Red Harvest campaign where you had to find enemy commander in Chernarus, detective style. I'm not too fond of Takistan though so I converted it to Chernarus and USMC faction, works like a charm. -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Thanks. ---------- Post added at 11:49 AM ---------- Previous post was at 11:36 AM ---------- Maybe change relative strength into a simple multiplier? Like 0x, 0.5x, 1x, 2x, etc. It would make it possible to tune the balance better into how you want it and it also would be much more intuitive than the current system which , as I have noticed readin this thread, confuses many players. -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Damn! I played 2.7 for the first time, PMC vs BAF on Utes with x5 reinforcement speed and I can see a clear change in how the mission player. It's much more dynamic and lots of stuff happening all the time. My team managed to conquer 2/3 of the map but enemy team was constantly buying Apache's and my team didn't buy any AA and even though enemy team didn't have any ground forces anymore we got raped so hard by those damn choppers. ---------- Post added at 10:42 AM ---------- Previous post was at 10:39 AM ---------- I see. What if I set Friendly and Enemy Air to 1 and Third Side Air to 10 but don't actually include any third side in the mission? Because if I don't want either side to have any air, preferably. Attack choppers are incredibly powerful are not fun to fight against. -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Does this affect the amount of reinforcements enemy/friendly AI gets or is it just something to give the player extra advantage? ---------- Post added at 06:45 AM ---------- Previous post was at 06:42 AM ---------- By the way, I wonder if it's possible to make enemy/friendly AI group markers smaller depending on the distance from the player (preferably calculated with the maximum view distance as well)? I really like the idea of getting visual updates on enemy position intel directly on the screen but I often misjudge the distance between me and different groups because all markers are the same size, and end up either checking the map all the time or running straight into an enemy group that I thought was far away. ---------- Post added at 07:30 AM ---------- Previous post was at 06:45 AM ---------- There's a serious bug in this version (I think it was there before too). When I play on Utes, upon respawning at my MHQ my characters starts swimming underground and I can't make him walk again. It looks quite funny but it makes the game unplayable. I haven't tried playing on other maps yet. ---------- Post added at 07:32 AM ---------- Previous post was at 07:30 AM ---------- One more thing, would it be possible to add a '0' value to Relative Air Strength? I can't stand attack choppers ruining my day. Setting Infantry to 10, Armor to 3 and Air to 1, as I usually do, still makes enemy get around 3 choppers at once. -
TPWC AI suppression system
kiberkiller replied to tpw's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That would be great because I use the addon version because 99% of all missions don't use this script but I've noticed that some mission makers started adding them and it would be quite annoying to have to remember which missions used the script and which didn't and then have to restart the game every time you want to switch between two missions. -
TPWC AI suppression system
kiberkiller replied to tpw's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Jesus! TPWC AI + TPWC LOS + ASR AI makes AI so god damn fun to play with and against. Mod of the year definitely. Special thanks for giving us options to customize the mod, because I personally want AI to fight to the death without fleeing. ---------- Post added at 08:04 PM ---------- Previous post was at 07:29 PM ---------- I have a question though, will this mod work properly if I have it activated as an addon and run a mission that uses it in a script format? -
-= ZKs BattleZone =- 72 Player [CO-OP] - Warfare
kiberkiller replied to zonekiller's topic in ARMA 2 & OA - USER MISSIONS
Is there any chance we could get a Zargabad and/or Chernarus versions of V5 update? -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
I might not be remembering it 100% correctly but I think it was two games, one with PMC + RU Veh and another one with PMC + NAPA + CDF. The bug was present in both. ---------- Post added at 07:32 PM ---------- Previous post was at 07:31 PM ---------- Amazing, thanks. Can we expect reinforcement speed option next update as well? -
ShackTac Fireteam HUD (STHUD)
kiberkiller replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there a way to change the default mode? I prefer "HUD Only" but it's quite annoying to go into the Ctrl-Shift-H menu every time I start a new mission. -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
The thing with reinforcement times is that they also need to be adjusted for each island separately. Because on smaller maps units will be able to engage each other faster and thus need faster reinforcements. I also end up killing everyone on the enemy team(s) withing 30min of play on Utes for example, probably because of all the killed choppers. Since 1.62 is the latest official version, I think you should upgrade to it, just in case it causes any problems. There's a bug with MHQ upgrades by the way. I ordered a Stationary AA but it never appear next to my MHQ. I lost my 750 points, so I did actually order it but no matter how many time I packed and unpacked, it never appeared. I also have some concerns about one of the core mechanics. Camps. Is there any point of capturing them at all right now? Does Player or AI actually get any advantage from capturing a Camp besides it being a requirement to win the game? In other missions, like Warfare, those camps would probably be use as respawn points, thus captures camps will form a front line to operate along, but in Apocalypse it's not the case, since everything is dropped in choppers. This creates a situation where any effective strategy actually doesn't Camps, at all. I can't really think of any simple solution to that right now, except for making Camps into respawn points for AI and the Player but I know you won't like this suggestion since it's not what you're going for. ---------- Post added at 09:43 AM ---------- Previous post was at 09:42 AM ---------- I also want to thank you for listening to your community, Markb50k. If only more developers were like you. -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Aha, I see. That sounds good. One more question, is there somewhere I can learn about weather models whatever weather module you're using has? I'd like to edit the mission to have heavy overcast, rain and lightning. That's what I do with most missions I play. EDIT: Nevermind, I suppose you're using RUBE and it doesn't have much to choose from. -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
Maybe add a "reinforcement speed" options? Like "x1", "x2", "x5"? That would allow players to chose the pace of their game. -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
I figure it's because since support points are only gained when you actually capture something, and the AI seems to be much more interested in patrolling (not gaining more points) and fighting each other (losing points) than actually capturing stuff and gaining point, in the long term, the pace slowly goes into decline. I have a theory that it could be fixed by making less camps (so that AI doesn't stray too much) that give more points on capture but I cannot say for sure. It would be also better if it was possible to make AI more active and aggressive and prioritize actually capturing stuff above everything else but I don't know much about inner working of ARMA AI so I'm not sure if that's even possible. -
Thanks and thanks. It's gonna be amazing. EDIT: Oh yeah, and AI doesn't follow me either when I'm relocating to/from an MHQ. They should do that as well.
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[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
I've been playing a lot of Zargabad lately and I almost always noticed that AI usually goes for the middle camps first which usually results in most of AI forces on both sides murdering each other at the start and making me roll around, capturing camps around the edges. Maybe it would be a good idea to make AI "deep strike" less and start attacking from the edges? I think the problem might lie in that you pick random camps for AI to attack (you do that, right?) and since there are more camps in the middle, they usually always go for them. If that is the case, maybe you could solve it by making AI start with the Camp closest to their chopper point first? -
Basic rules of game design, but as you said it's your mission and you're free to do whatever the hell you want with it. Good luck with what you're doing then.
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[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
It would be great if you could get it sorted out because frankly it's very annoying right now. This happens: It didn't capture the cursor so I drew it where it was on that screen. It's not a big deal, just a small bug. I thought that they affect CPU. If they don't then it's not a big deal. It happened only once and it might just be a helicopter crashing straight on me. Though there was a blue smoke coming of the place it has crashed, which I though what was always placed on spawned vehicles. -
[SP] Apocalypse - Invade. Control. Conquer
kiberkiller replied to markb50k's topic in ARMA 2 & OA - USER MISSIONS
I just gave 2.6 a shot for the first time and I love it. With the respawn feature in place and MHQ I can now just play it however I want and not worry about less fun stuff. Incredible job, Markb50k, the mission is becoming more and more polished with every update, well done! One of the few things that aren't polished yet is the 0-8 menus, IMO it's incredibly cluttered right now. I have played Lost and Apocalypse for a long time now but it's still very confusing every time I have to use that menu. You probably don't have time to make a proper menu for that so I'll just give you a simplest possible solution to that problem. Keep the 0 - 8 menu as it is, but move all the most used features (0-8-5 and most of 0-8-7) to a separate menu, either in a pop-up menu accessible from a player action (preferable solution. That way you can make a list of things you can order and one button "Order" in that menu. It would be about 100 times more streamlined than current solution) or alternatively just move those actions to a 0-0 menu but restructure it so that each action has as small amount of button presses as possible. This is the last thing that is, in my opinion, necessary to make this mission a finished product. ---------- Post added at 12:59 PM ---------- Previous post was at 12:56 PM ---------- Also some small stuff: * Start Time option selection works funky, the selection is nowhere near the actual position of the cursor. * Even if I leave all civilian factions at 0, civilians still spawn. * I think that AI ordered choppers sometimes blow up when they're spawned on the ground because one of those killed me recently and I'm 90% sure there wasn't any friendly choppers in the air near me.