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mfz

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About mfz

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  1. mfz

    [SP] Operation Wolf

    I'm working on the next version now. The improvements will be very drastic..
  2. mfz

    [SP] Operation Wolf

    Thank you! I just released version 1.0. I revised the first post with a link and a video demonstrating how dynamic this mission is.
  3. Operation Wolf by MFZ Description: Operation Wolf is a lone wolf stealth mission with a custom coded behavior system, intel system, and HUD. I won't get into how everything works. If I explained how I coded the behavior and intel system, it'd be like 5 paragraphs. If you wanna know specifics about how the intel system works or anything like that, post the question in the thread for this mission and I'll answer you in detail. Features: Custom Stealth/Intel System Custom AI Behaviour/Movement System Custom Information HUD Custom Detailed Stats at Debriefing Random AI Patrol Paths ( Over 800 different starting placement / path positions ) Random Weather and Time of Day Removed Default AI Gear Random AI weapons Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder. Media: This video demonstrates how dynamic this little mission is. Detailed Stats Example Change log:Planned - remove the debug info from OSD - tweak Z-Wolf Engine - improve OSD 0.5b -> 1.0 Cleaned up code.. and probably some other minor changes that I can't remember because I forgot to release this last year.. 0.1b -> 0.5b AI Behaviour / Stealth System - Improved the code responsible for placing AI inside buildings. - Once any of the AI fire a round at the player, all other AI go from SAFE to STEALTH, from standing to crouching, and change their waypoint from patrolling to SEEK AND DESTROY even if their knowsAbout is 0. The same is true when the player fires without a suppressor. This is a big change because it levels the playing field. The AI won't know too much too quickly ( like in Beta 0.10 ) yet they are not completely unaware. This replaced parts of the behaviour / stealth system that were causing enemy intel to hit 100% too quickly. OSD - When the above happens, an exclamation mark will appear next to 'enemy intel' in the OSD. - Made the red font a lighter color for easier readability. OTHER - Player starts with a silenced Vermin with mini red dot sight and a silenced 4-five with mini red dot sight. - Chose a more interesting and larger location. - Pressing numpad 8 at any time makes it a night mission. 0.01a -> 0.1b fixed AI behaviour transition bug AI will sometimes spawn inside buildings player firing without silencer is more noticeable by AI more variety for AI patrol routes added 2 more AI units Notes: The mission will never play out the exact same way twice. Although, I haven't done it yet, I believe I coded it so it's possible to kill all 10 enemies without them firing a shot at you. In other words, you can take 'em all out without alarming them using a suppressed weapon, but you'd have to play it perfectly and that isn't easy because the AI are always in different places when you start the mission ! It's a true challenge. Download Link: Operation Wolf 0.5b Operation Wolf 1.0
  4. mfz

    Op Wolf

    If an admin could delete this thread for me, I'd appreciate it.
  5. mfz

    Op Wolf

    Beta version released !
  6. mfz

    Op Wolf

    Operation Wolf by MFZ Description: Op Wolf is a lone wolf stealth mission with a custom coded behavior system, intel system, and HUD. I won't get into how everything works. If I explained how I coded the behavior and intel system, it'd be like 5 paragraphs. If you wanna know specifics about how the intel system works or anything like that, post the question and I'll answer you in detail. Features: Custom Stealth/Intel System Custom Behavior System Custom Information HUD Custom Detailed Stats at Debriefing Random AI Patrol Paths Random Weather and Time of Day Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder. Media: Detailed Stats Example Change log: fixed AI behaviour transition bug AI will sometimes spawn inside buildings player firing without silencer is more noticeable by AI more variety for AI patrol routes added 2 more AI units Download Link: Operation Wolf Beta 0.1
  7. I updated the first post with more detailed information regarding the mission.
  8. -- see first post --
  9. Thank you ! I'm sorry, but I don't understand your question. The AI will look for you once they are aware of you. When an enemy shoots at you, all of them become aware of it instantly. I'm also gonna make it so when the player fires a weapon without a silencer, it will elevate the awareness of enemies within a certain radius of the player. I mean, that kinda happens naturally already from what I've seen. I'll have the enemies loiter around more when they're unaware.
  10. mfz

    Lone wolf 2.1

    I replaced the download link with a permanent one.
  11. mfz

    Lone wolf 2.1

    Yea, I guess I could do that.. Do you like it though ? I like how different it is every time it's played.
  12. mfz

    Lone wolf 2.1

    Yea, it's been a while. I have the archive right here in a folder on my desktop though. I'll re upload it. ---------- Post added at 20:54 ---------- Previous post was at 20:52 ---------- Thank you' date=' I spent a good amount of time on it ! I had to learn the code the game uses. What programming language does it use anyway ? It's ready to be downloaded. ---------- Post added at 21:20 ---------- Previous post was at 20:54 ---------- In fact, I have an improved version of this I'll upload tonight. ---------- Post added at 22:02 ---------- Previous post was at 21:20 ---------- I just uploaded the updated version. That link should be solid for a while.
  13. mfz

    Lone wolf 2.1

    Thanks.. I think I recall reading that there is a way to add to the actual HUD, but it seemed too time consuming for me to implement. Also ,some difficulties make the HUD fade after so many seconds, so I figured the hint box would suit it better.
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