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shplamana

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About shplamana

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  1. shplamana

    [CTI,TvT,CooP] Dissension

    My buds and I have been playing this mission for about a week or so now and this is by far the best CTI mission we've ever played. But there's a few nagging issues that tend to get in the way of really enjoying this. Bugs Units get stuck in a downed but not dead phase. They're still alive, shout out enemy positions, but can't move and aren't targeted. This has a knock-on effect of keeping a grid alive and locking up the game progression Units passing through unconquered grids on the way to take a town, cause a gridlock, making the town unconquerable until the grid(s) are taken care of This one is easily recognizable by the progress bar at the top showing 1 remaining and having a full bar, but no enemies spawn Testing with the setting for how many towns can be active doesn't free up this gridlock and it halts progress from being made Commanders assign towns/grids that can't be conquered This is usually the result of the previous two listed issues Re-arm doesn't refill all magazines on vehicles We specifically see this with Commander Turrets on vehicles, which normally have a magazine loaded and a spare, but rearming only refills the loaded mag and never gives the spare/reload We've seen a few times where the various cannon loads aren't refilled, e.g. HE-T is reloaded, but not APFSDS-T or HEAT, etc. subsequent attempts are rearming doesn't result in the missing ammo being refilled and wasted cash Units steal locked vehicles We had a number of artillery pieces back at a base locked while we were taking a town, came back and they were missing. Later on we found the AI driving them around. Vehicles are listed under different categories for different prices A few armored vehicles, like the Gorgon and Rhino are listed under Cars and Light Armor, for hugely different prices Hostile units spawn on top of you in an AO We have a consistent problem with where we're taking a town or grid, and the garrisoned force will spawn directly on top of us Sometimes the units also won't spawn for several minutes Defending fortified bases/bunkers is especially bad, as we had one where there were over 100 units remaining, and they would spawn right inside the bunker and shoot you in the back This might be a QoL improvement to have all units spawn at once QoL Improvements Sell/trade vehicles back Logging off the server and losing any hardware that you've accumulated is a real kick in the nads Only display the vehicles that are available to be purchased It seems like not having the light/heavy factory doesn't remove the vehicles from the listings Same for airfields, etc. Commanders assigning a town or grid should lock that objective in to prevent gridlock This should help alleviate a few issues listed above As we play more, I'll definitely be coming back here to provide more feedback. This mission is awesome, I hope you can really take it to the next level with a few fixes/tweaks.
  2. shplamana

    Dynamic Combat Generator

    I'm having issues editing the vehicle pool as well. Following your example on the wiki I tried adding some IND armor to the the dcg_main_vehPoolWest like this: class dcg_settings { class dcg_main_vehPoolWest { typeName = "POOL"; value[] = { {"ALL","I_MBT_03_cannon_F"} }; }; }; But to no avail. The vehicle depot still lists out all vehicles for NATO.
  3. shplamana

    Helicopter physics impressions - simplified

    I noticed the new physics as well. Made a quick video of it showing off loops and barrel rolls:
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