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kiberkiller

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Everything posted by kiberkiller

  1. Maybe even check if all units in the group are incapacitated or not? Though I'm not sure if it would conflict with other wounding systems.
  2. I second this suggestion. There might be a problem with AI, since you either have to program AI to disarm it or let them just die every time but I think even better solution would to make AI cheat a bit. Every time an AI group enter an area around IED, IMO the game should randomly decide (with like 50% chance) is AI either blows itself up or disarms it. Without any actual actions necessary to be done from the AI side, it won't conflict with AI mods and won't take any noticeable amount of performance.
  3. kiberkiller

    Urban Conquest by tvig0r0us

    No problems, I understand that you're trying to adhere to a certain concept. In that case, if CPs are nothing but a way to represent area control of the city, I think that they should a) Be marked as big squares (let's say 25mx25m, just for example) on the map, to actually tell the player that they represent an area. b) Capturing of that CP should be done no matter where in that 25mx25m square. c) Most importantly, those CPs should be placed evenly across the map, like a chess board. Otherwise you're giving a totally wrong idea of what CPs are.
  4. I wish ARMA 3 would feature a realistic injury system, that would be great. Though I'm pretty sure it won't. I personally like COSLX injury system. At least it's slightly more realistic than the standard system.
  5. kiberkiller

    Urban Conquest by tvig0r0us

    Okay, I see your point, in that case I have a counterpoint. Capture Points, I assume, are supposed to be points or places of strategic or tactical value. In real life those would be tall building, high ground, sandbag strips, weapon caches. In the game, right now, capture points seems to not have any strategic or tactical value whatsoever. It seems like they're random points scattered around the maps. If you want more realistic approach then you have to make capture points to have actual tactical or strategical value, something that give some sort of advantage to the side controlling it. Even a simple bunker, tower, roof of a tall building or a strip of sandbags is already a point of tactical value. That way, it not only be realistic but it will also improve the gameplay, since players (with more than half a brain working) will instantly be able to recognize a tactically important place and figure out that it's a capture point. ---------- Post added at 06:25 PM ---------- Previous post was at 06:23 PM ---------- Speaking of AI routines. I think you should refrain from editing AI and try to only rely on built-in waypoint system. 1) It would ensure the best compatibility with all kinds of AI related mods. 2) ARMA 2 AI already does most of necessary stuff itself.
  6. kiberkiller

    Escape Chernarus (Mission Release)

    I'm pretty sure that if it constantly fires MG bursts at you then it definitely sees you.
  7. kiberkiller

    Urban Conquest by tvig0r0us

    From the description it seems to be a mix of mostly everything I personally like in ARMA and even proper AI support. I am definitely giving it a try. ---------- Post added at 08:17 AM ---------- Previous post was at 07:28 AM ---------- Alright after giving it a shot I'd have to say that the concept is good, and should be expanded on, but the current execution is quite lacking. Right now it's very hard to keep track of what the hell is going on. Here's some things you can improve on: 1) Respawn Points: Respawn points should be a visually distinguishable place, like a base. ARMA 2 has a feature that lets you dynamically create base, you should look it up if you're not familiar with it. AI should be given a random spawn position within that respawn point, to stop AI from clipping into each other on respawn. 2) Capture Points: Should also be a visually distinguishable place, preferable something with a flag that would indicate which faction the point is currently occupied by and also to make it visible to players so you don't have to force them to use GPS or check the map constantly. You could also make it a Warfare style camp, that would give the defenders a small advantage (cover). 3) Groups: IMO the AI should operate in groups, rather than as individual soldiers. That way players would be able to have a control over a certain AI group. I would make it the same way Warfare does is, each player slot is a player controlled group with AI units and those slots that aren't filled are fully AI controlled groups
  8. v2.6 looks fantastic, can't wait to try it out. ---------- Post added at 07:33 AM ---------- Previous post was at 07:26 AM ---------- I've noticed that mission files haven't changed in size since forever. If I'm updating from older to newer version, I don't need to update mission filer, right?
  9. kiberkiller

    [TvT/FFA/CO-40] Dynamic Zombie Sandbox

    Any plans to allow players to clear cities? Kill enough zombie to stop them respawning inside a certain city or zone.
  10. kiberkiller

    Patrol Operations 2

    Oh! I didn't notice that you start without a radio. I was searching though Partol Ors's AI related scripts to find some sort of code that disables them talking. Now I feel dumb. I have one more question. Is there a way to disable built-in injury system? I want to use COSLX_Wounds instead but it gets overridden by AIS. ---------- Post added at 08:46 AM ---------- Previous post was at 08:23 AM ---------- And maybe one more question, is it planned to allow AI to HALO jump with you? I always play PO2 with AI and long distance travel is a bit of a pain in the ass.
  11. I'm sorry if I sounded like an asshole. I still enjoy playing both of your missions even though they don't have respawn (I usually just start over when I die).
  12. The problem with not being able to respawn is that in certain situations you have to load your save ever 10 seconds, in hopes that you don't get killed by that tank you didn't saw when you saved. Which is both incredibly boring and takes you out of the experience. Being able to team witch between AI in your group only doesn't solve that, unless you're lucky and get targeted last. Lack of respawn also enforces a certain style of play, because you know that you can't continue playing if you do something stupid (read: something fun), thus actually heavily minimizing the freedom of play. For example in Operation Flashpoint, you can switch to a machinegunner and go full rambo on your enemy (or start road-raging, or something else just as fun), get shot, have a laugh, go back to playing normally the same battle. That wouldn't be an issue if you were trying to make a realistic mission but considering other game mechanics in your mod, that's not your goal.
  13. That the reason why I believe that respawn (or team switch, if you want more realism) is an absolutely necessary feature. Speaking of team switch, as far as I know, implementing is just a matter of making changing AI from "Non Playable" to "Playable" and ARMA does the rest for you.
  14. You have to delete all *_Config.pbo files in the addons folder. I don't know why Markb50k puts them there as default, I personally always forget to remove them from there every time I update the mission. Putting them in a separate folder would be better, because I'm sure that majority aren't using faction mods.
  15. Great job, MarkB50k. I'm gonna try it out as soon as I can.
  16. Points weren't taken, messages didn't pop-up. Nothinghappened. Also about that, maybe there should be a way to start with an MHQ? As a difficulty setting maybe? It would be nice to at least get an option to start with an MHQ, if you want to make the player to order one. It's a very key unit.
  17. Is there a way for someone who doesn't know scripting to port this mission to another map? I'd like to play on Zargabad. Would just moving all modules to another map be enough or are there some other change I'd have to make?
  18. You could still remove stationary AI when no other group is nearby and spawn them back when someone comes within their range. That way you won't have to deal with tons of static AIs doing nothing but using CPU. I tried the new version and I didn't manage to get MHQ to arrive. Ordering it from 085 menu doesn't do anything even though I have more than enough points.
  19. Spawn unmanned static defenses at the start of the mission but only spawn actually AIs to man them, when player gets within their range? Since they would screw with cached AI groups anyway.
  20. Sounds very good. Alright, that's understandable if you don't want to script extra eye candy. I was just suggesting that because I personally like fleshing out my games with extra eye candy. Completely fair point. I always forget that there are other factions that you have to support, other than BIS ones. Also, it's not very clear from your post but what did you think about my suggestion of adding statics defenses to all camps?
  21. 1) Since you normally won't be able to buy an MHQ at the start of the game (since you only get 500 points), could you include a difficulty option that would change how much points you get at the beginning? 2) When unpacking MHQ, you should probably add small stuff like crates, barrels, sandbags and maybe a camo net as well around it to visually show the player that it's unpacked and then remove them when player packs it. 3) I would also make MHQ spawn different objects around it when unpacked, depending on the upgrades bought. For example, a medical tent for medical upgrade, a stack of crates for reammo point, some barrels and stuff for repair point, etc. That would visually show the player which upgrades he have, making his deployed MHQ look more 'advanced' with each upgrade. It would also raise immersion and user-friendliness a bit, since one crate with a huge list of function is both un-immersive and incredibly dull. ---------- Post added at 11:01 AM ---------- Previous post was at 10:59 AM ---------- One more thing, how about some manned static defenses spawning near a camp when it's captured by any side? That would solve the current issue of capturing stray (far away from enemy forces) camps being a dull busywork and would also add some extra challenge. ---------- Post added at 11:03 AM ---------- Previous post was at 11:01 AM ---------- Also, I have a simple to implement idea. There's a SecOp module that comes with the game, that generated random secondary missions around the map. How about adding that to the mission and giving the player some support points after completing them? That would add some more variety to the game and variety is always good.
  22. kiberkiller

    Escape Chernarus (Mission Release)

    I want to play this mission but every single time I do, during the first 2 minutes a chopper starts following me around and there's nothing I can do about it. It happens EVERY time. Just as I run about 250-500m from the prison camp a chopper suddenly appears and starts following me around and the only thing I can do about it is to hide in the forest, waiting for it to run out of fuel and hope that it doesn't hit me with it's MGs, which is incredibly dull.
  23. kiberkiller

    Multi-Session Operations v4.4 released

    Could someone give me a hint on how to remove ACE Wounds from a mission while still being able to use the ACE mod? I unpacked a mission, removed ACE Wounds module, edited init_mods.sqf to 'ace_sys_wounds_enabled = false;' but somehow ACE Wounds is still active, after all that.
  24. I had to go through .pbo's one by one to find it :/ Fortunately I was lucky enough to start with AI related .pbo's.
  25. I'm definitely looking forward for updated objectives. That would give some depth to the mindless shooting that we've got right now. Especially if it'll be something relevant that will have an impact on the battlefield.
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