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kiberkiller

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Everything posted by kiberkiller

  1. Well, I have installed the addon version of the mod (and it works properly in standard BIS missions). My config file looks like this: I am trying to start Lost as usual but even after several minuter of play, the spells don't become available in the scroll menu. I'm not sure what else to tell.
  2. The latest version doesn't want to work with "Lost" mission, ironically, but it works with other missions. Maybe because Lost doesn't use CBA? Or am I doing something wrong?
  3. Ahaaaa! So that solves the issue of AI with downs syndrome, when they will aim directly onto an enemy but will never fire. That's great.
  4. I still love you but I've got 2 questions: 1) Can you stop using that file service? Because it forces me to wait 30 seconds and it has a capcha (Mediafire is much better alternative). 2) How exactly does tpwcas_reveal work? If tpwcas_reveal = 4 then a supressed AI will instantly know where you are? What's the purpose of this, besides extra challenge? Can you explain all the levels between 0 and 4 in more detail? I guess that was a bit more than 2 questions.
  5. Thanks, it works now.
  6. I am getting this error: I have laterst CBA and TPWC_AI, what am I doing wrong?
  7. kiberkiller

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

    So, when's 1.0 coming?
  8. I love you. EDIT: Default config has Debugging on, you might want to change that.
  9. kiberkiller

    SupportCall - "Cheat" module

    Would it be possible to add more weapons to the list? I miss one of my favorite weapons, AS Val. Maybe you could give an option to show ALL weapons, even though it would make first time loading somewhat longer. Also, would it be possible to add helicopters to the vehicle list? And maybe the ability to teleport to a chosen location on the map?
  10. kiberkiller

    MCC Sandbox - The Mod

    Is it possible to smoehow convert a mission that's set-up with MCC to work without MCC?
  11. I have a problem with AI Build Delay setting. If I set it low, like 10 sec, then friendly AI builds troops fine but enemy AI builds buildings too fast, which makes it impossible to destroy their bases. If I set it high, like a minute, then I can destroy enemy bases if I put some effort into it, but friendly (and enemy) AI is just waaaay too slow to build it's units. Am I doing something wrong?
  12. Yet another great map by markb50k! I'm going to wait with the feedback until after the reinforcements bugfix but I have to say that I like this map even more than Lost, even though it's very bugged currently.
  13. Yeh, I just downloaded the new version. I didn't know that shooting out the glass works, thanks for the tip.
  14. Yeah, I don't have those mods and I didn't read the first post this time, thanks for pointing that out for me. :) I removed Config files and now ARMA starts up without any errors. But there's still a problem. If I pick any enemy or friendly faction the mission seems to get stuck on loading. I tried waiting 5 minutes, nothing happens. If I pick a civilian faction and leave all friendly and enemy factions on 0 then the mission load fine instantly, though. ---------- Post added at 02:57 PM ---------- Previous post was at 02:40 PM ---------- One more thing, I noticed that there are some cars that look to be fully functional but that I cannot enter. No options appear in the scroll menu no matter where I stand and where I look. Is it something intentional, like those are supposed to be locked enemy cars, or is it a bug?
  15. A new version, great! I'm off to check it out. ---------- Post added at 12:18 PM ---------- Previous post was at 12:05 PM ---------- I love the new start menu but I don't really understand why you split factions into vehicles and infantry. How does it work? If I pick RU infantry and TK Vehicles will Russians roll around in TK cars? What If I pick only a Vehicle group as my enemy and no infantry, or vice versa? ---------- Post added at 12:30 PM ---------- Previous post was at 12:18 PM ---------- Hmm, When I start the game this error appears: and when I start the missions and chose the factions, mission gets stuck on the intro. I tried disabling all mods except for your Lost addons but it makes no difference.
  16. Thanks. :) I have many years of hobby game design experience, so that comes in handy when I'm giving feedback to mod developers. Personally, what I play "Lost" for is for the sense of progression, that I've been talking about a lot now. To start off as a lone wolf and slowly build up your forces to tackle a bigger threat. Like a Singleplayer ARMA MMORPG, if that analogy makes any sense to you. That and the sense of survival in open-world environment. My problem with normal missions and Warfare is that you kind of get everything from the start, and Warfare starts large-scale, as well. I don't get to collect resources and set up make-shift bases out of stray items in Warfare. Some kind of post-apocalyptic open-world survival mission would've been perfect for my needs but no one thought of making that yet. Well, that's my 10c again. Thanks for taking my thoughts into consideration and I'm definitely looking forward to your next project.
  17. Since we're discussing core mechanics here now, I'll add my 10c as well. First of all, Town Vision makes player visible to all enemy forces within 400m if the Town reported you (and it will in the beginning when it's got 0 reputation). Second, to get more reputation with the Town (to stop reporting you) you have to kill enemies in that Town. Since most Towns don't have any enemy forces inside it, the logically best strategy to play is to go into Town and wait there for the enemy. When enemies from 400m got there and you kill them, the Town will no longer report you but the enemy will most likely send several patrols from across the map to get you (last killed unit position), meaning that you will most likely have to retreat. The result of that will be that, you will have gained a small amount of supplies from the Town, gained it's reputation and now you can't visit that Town for a while, since it's occupied by enemy forces, and you probably won't want to visit a town after you "captured" it, because there's nothing more to be gained there, so technically, whole reputation thing is meaningless and serves a very specific purpose for when you defend inside that town, most likely once per game (per town). Here is my suggestion for how I would remake that mechanic. I'm not saying this is the perfect way or that you should definitely do like I say. This is just some food for thought. My suggestions would be to base the mechanics around a few core principles. For example: 1) Towns should be a source of supplies. 2) Enemy Towns should be dangerous. 3) Towns should be a valuable asset. Those are the core principles I'd pick for this amazing map. Extrapolating from that, we can design a few core rules. 1) You should be able to find supplies (weapons, squad mates, vehicles, etc) inside Towns. 2) When lurking around an un-Allied Town you should meet enemy resistance. 3) Towns should give you supplied even after you have captured it. After that we can come up with several mechanics that would follow those rules. For example: When you get into an unoccupied Town you should gain "reputation" automatically, seizing the Town. When a Town is allied yo you, you should be able to get (maybe purchase?) supplied from that Town even after you have captured it (whenever you want or at certain intervals?). Enemy Towns should contain a small force that would defend the Town, giving the players a risk/reward situation. The "base building" idea from my earlier post fits perfectly into that. For example, whenever you loot enemy soldiers and camps, you could get "supplies" or "money". That money can be used to buy gear (and maybe more guerrillas?) from Towns and build different structures in that Town, but only in allied Towns. That way, the players would achieve more and more with each captured Town. His squad would get bigger with each captured Town, he would get more equipment, etc etc etc. Looking at the map to see what Towns you have captured already could also give you a general idea of how far you're into defeating the enemy. That's some "Game Design 101" from me and of course, that's just my vision of what I would like this mission to be, you might have a different view. Thank you for taking your time to read this.
  18. Enemies are patrolling all over the map, the only reason you haven't seen then yet is because you managed to avoid all patrols somehow. Sometimes when you search a house and find guerrillas, they fight you instead of joining you, that's who you fought against. Just wait until enemy send a Hind and a APC bumrush on your ass.
  19. Personally I like being buddies with guerrillas and wounded friendlies you find in houses, instead. They're giving me a sense of progression, where I start alone and slowly work up towards a larger squad. Rather than, bang, "here have some free stuff". That's why I always play with 0 friendly squads. ---------- Post added at 12:24 PM ---------- Previous post was at 12:18 PM ---------- Would it be possible to add UPSMON (http://forums.bistudio.com/showthread.php?91696-UPSMON-Urban-Patrol-Script-Mon) module to the mission, or would it be too difficult? Pathera Island has some great buildings that you can go inside and hide from choppers but the AI doesn't follow you inside unless you tell them specifically to do it, and they just kind of run around all buildings. As far as I understood UPSMON has features that allow AI to be able to use the buildings.
  20. I am, being a crappy player, always set minimum amount of all enemy units (5 mech, 2 air, 25 ground I think it is) but I always get murdered by APC's and god damn Hind's because I don't manage to find any AA or AT weapons at the start. It's very exciting hiding in a city patrolled by a chopper though. EDIT: There was one more thing I was thinking about. From what I've noticed, only roughly 25% of all houses have loot in them but those houses can often hold several weapons at once. Finding little amount of loot more often is more fun than finding bigger loot but less often. Maybe it would be good idea to lower the amount of items you find but raise the amount of houses that hold loot? Or even better, allow the player to chose how much loot is distributed though the map, at the start of the match. That way players can chose for themselves if they want a harder or easier game. EDIT2: Rubber boats was a great idea by the way.
  21. I never post on this forum usually but I just had to tell you how awesome your scenario is. I love global missions and missions with a sense of progression and "Lost" has it all. Starting off as a lone soldier and then slowly recruiting stray troops on your side and slowly but surely taking over the whole map is absolutely amazing. (I always play with Friendly Squads set on 0, it's more fun that way.) That's exactly what I love in my singleplayer ARMA missions. You did a great job on this! I wanted to share some of my thoughts about the mission and I would love to hear your opinion on them. 1) My very first though when I played your mission was "This totally begs for some kind of Warfare-esque module." Being able to steal or find an HQ vehicle and then scavenge money and supplies from houses and use those to build a small base would fit perfectly to this mission IMO. It would also give the player a great sense of achievement and prove a nice transition from lone soldier guerrilla warfare to coordinated raids to full scale warfare as you liberate more and more resources and are able to create a bigger base of operations for you and your guerrilla friends. It would also feel nice when you can return to your base with a truck full of loot. Not to forget that it would allow for more scenarios to appear, think about how the player would feel when his base, that he worked hard to establish, would be found and attacked by an enemy chopper. You be that players would do anything to protect it. 2) I don't know if it's possible or not, but it would be great for shitty players like me, to get an "easy mode" where you would be allowed to respawn at your cache or your base, when you die. It would still penalize the player for dying, since he would lose all the gear he had on him and all his followers at that place would probably be dead. Also, it might also be a good idea to only allow players to save at their base/respawn, that would prevent players from "cheating" by reloading all the time but it's a minor thing. I hope this wasn't too big of a wall of text for you. Again, great job on your mission. I'll be glad to see what you come up with next, even if you decide to discard all my ideas. EDIT: Oh yeah, I forgot the most important thing. It is very annoying to search for Cache every time you spawn it or unload it from the vehicle. Would it be possible to make it spawn much much closer to you/your vehicle?
  22. kiberkiller

    CO@ 20 Into the hills Panthera [sandbox]

    I absolutely love this map, the best i've found so far. There is only one problem, i'd really really really like OA stuff in it, like thermal vision, ability to pick up stationary grenade lauchers etc. etc.
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